APX
ATARI® Program Exchange
Product Catalog
Fall Edition 1983
Price $2.00
Consumer-
written
programs for
ATARI Home
Computers
Printed in the U.S.A.
r A
••sir
04 Vssu« io' 33 in Cam"
store or r*w
^^^^ The ATARI Resource
ANTIC is an independent monthly publication for ATARI owners
and users. ATARI® is a registered trademark of Atari, Inc.
ATADi ^
°VERVIEW
UPGRADE
V °UR 400
APX
Product Catalog
Fall 1983
Table of Contents
Order Forms Centerfold
Index of programs 2
Order information 3
Current APX Hits 4-7
APX Fall Contest winners 8 9
Home Management programs 10-15
Personal Development programs 17-20
Learning programs 21-44
Entertainment programs 46-59
Systems/Telecommunications programs 60-71
Publications 72
Hardware 72
ALL ABOUT APX
From the Editor 24
What is APX? 34
Contest Rules 34
Request form for a Program Submission
Packet Centerfoldj
On the Cover: The city map of
GETAWAY!, the APX game of cops
and robbers, covers 35 screens. Now
a four-color GETAWAY! map measur-
ing approximately 2 feet by 3 feet is
available to guide you back to your
hideout. The price is $4.00; order
number is APX-90012. Shown here is
a section of the poster, the creation
of the designer of the APX catalog,
Jim M'Guinness. On the back cover is
the first APX advertisement to appear
in magazines across die nation, also
for GETAWAY!
Contest deadlines: October 1 marks
the deadline for all program sub-
missions to the APX winter contest.
Entries submitted by that date will be
eligible for the 1983 grand prize —
$25,000 in cash! And if the submission
relates in some way to an approved
Olympic sport, the programmer and a
guest of his or her choice is also eligi-
ble to win an all-expense-paid trip for
two to the 1984 Summer Olympic
games in Los Angeles!
Peripheral Contest: Here's a contest
for everyone. If you Ve never sub-
mitted a program to APX before, or if
you're a bestselling APX author, you
have a chance at some nifty prizes, in-
cluding an annual best-of-all prize of
$5,000 in cash, in our new Quarterly
ATARI Peripheral Contest. See the in
side back cover of this issue for de-
tails.
Program availability: Programs are
available at the prices listed in this
catalog starting September 26, 1983.
Director: Fred Thorlin
Administrative assistant: Donna
Bennett
Product review
Jack Perron, manager. John Cardozo,
Mike Downie, Gene Plagge, Karen
Stagnaro, Shirley Stas
Publications
Theo Przybyszewski, manager. Joanne
Bahnsen, Christopher Caen, Merle
Metcalfe
Sales and manufacturing
Al Thomas, manager.
Kyla Andini, Dana Bushnell, Skip
Cramer, Stephen Janes, Mike Long,
Man Lorenzen, Teresa Lorenzen, Terry
Manica, Steve O'Sullivan. Ernest
Solorio
Designer: Jim M'Guinness
INDEX
Home Management
AtariWriter Printer Drivers 10
Atspeller 1 1
Bowler's Database 13
Calculator 13
Color Alignment Generator 10
Data Base/Report System 13
Data Management system 24
Diskette Mailing List 14
Enhancements to GRAPI 1 IT 14
Family Vehicle Expense 14
Financial Asset Management System 14
Home Inventory 1 1
Home Loan Analysis 1 2
Hydraulic Program 20
Isopleth Map-making Package 20
Real Estate Cash Flow Analysis 15
Stock Management 1 5
Strategic Financial Ratio Analysis 12
Text Formatter 20
Typit IS
Personal Development
Advanced Musicsystem 17
Astrology 17
Banner Generator 20
Blackjack Tutor 19
Drawit 18
Fingerspelling 19
Going to the Dogs 20
Jukebox #1 17
Keyboard Organ 20
Personal Fitness Program 19
Piano Tuner 18
Player Piano 19
Video Kaleidoscope 20
Learning
Advanced Fingerspelling 22
Algicalc 1 41
Atlas of Canada 33
Calculus Demon 1 41
Circuit Lab 29
Counter 27
Cubbyholes 26
Earth Science 32
Easygrader 39
Elementary Biology 32
Escape to Equatus 42
Excalibur 21
Flags of Europe 39
Frogmaster 33
Geography 32
Hickory Dickory 33
fit) Different 40
Instructional Computing Demonstration 33
Letterman 27
Magic Melody Box 40
Mapware 44
The Market Place 32
Math Mission 42
Math*UFO 42
Mathematic-Tac-Toe 42
Metric and Problem Solving 32
Midas Touch 40
Monkey Up a Tree 25
Morsecode Master 28
Music I — Terms & Notations 33
Music II — Rhythm & Pitch 33
Music III — Scales & Chords 33
Musical Computer — The Music Tutor 40
Musical Pilot 22
Mv Spelling Easel 28
Number Blast 29
Polycalc 1 41
Prefixes 32
Presidents of the United States 30
Punctuation Put-on 43
Puzzler 23
Ringmaster 23
Spelling Genie 30
Starware 44
Teasers by Tobbs 26
Text Analyst 33
Three R Math Classroom Kii 41
Three R Math Home System 42
Typo Attack 25
Video Math Flash Cards 42
Word Search Generator 39
Wordgo 43
Wordmaker 39
Entertainment
Air-Raid! 59
Attank! 50
Avalanche 59
The Bean Machine 51
Blackjack Casino 59
Block Buster 57
Bootleg 54
Can t Quit 55
Caterpiggle 55
Checker King 58
Cribbage 59
Dandy 49
Diggerbonk 58
I h >\\ nhill 51
Ennumereight 53
Galahad and the Holy Grail 56
Game Show 59
Getaway! 48
Gridiron Glory 57
Impact 59
lOO Roadway 46
Kangaroo 48
Melt-Down 2 59
Memory Match 59
Microsailing 56
Moon Marauder 47
Outlaw/1 lowitzer 52
Phobos 49
Quarxon 52
Salmon Run 50
Saratoga 47
747 Landing Simulator 58
Seven Card Stud 54
Smasher 53
Snark Hunt 59
Space War 46
Terry 58
Yahiman 57
Systems/Telecommunications
ATARI Pascal Language System 70
ATARI Program-Text Editor 69
BASIC Program Compressor 71
BASIC/XA 62
Cartoonist 60
Chameleon CRT Terminal Emulator 69
Deep Blue C Compiler 64
Deep Blue Secrets 64
Disk Fixer/Load 'n Go 63
Diskette Librarian 64
Diskmenu 71
Dunion s Debugging Tool 66
Eastern Front Scenario Editor 61
Eastern Front Scenarios 42/43/44 61
Extended fig-FORTH 66
Extended WSFN 68
FORTH Turtle Graphics Plus 67
run-FORTH 67
GTIA Demonstration Diskette 71
Hex-a-Bug 65
Insomnia 70
Instedit (ATARI BASIC version) 65
Instedit (Microsoft BASIC version) 65
Keypad Controller 63
Mantis 68
Mapmaker 24
Mathlib 60
Microsoft BASIC Cross-reference Utility 71
Music Player 71
Player Generator 71
Screen Dump LJtiliry 63
Source Code for Eastern Front 62
Speed-O-Disk 71
Supersort 63
T: A Text Display Device 69
Utility Diskette II 71
Publications
De Re ATARI 72
APX Product Catalog, spring 1983 edition 72
APX Product Catalog, summer 1983
edition 72
APX Product Catalog, fall 1983 edition 72
Hardware
48K RAM Expansion Kit 72
DE-9S controller plug 72
5 -pin DIN connector 72
13-pin I/O plug 72
13-pin I/O socket 72
DA-1 5P 850 printer plug 72
DE-9P 850 serial plug 72
1 Indicates trademark of The Soft Warehouse
2 Indicates trademark of Stephen Romejko
Ordering Information
APX products only. The ATARI Program Exchange
handles orders only for the items described in this
catalog. For all standard ATARI Home Computer prod-
ucts, including any software, hardware, or documenta-
tion mentioned in this catalog, see your local ATARI
Computer retailer.
$10 minimum order, plus shipping and handling
charge. We'll fill orders of $10.00 or more Please add
$2. SO to your order to cover shipping and handling.
Mail Orders. To order bj mail, fill out an order form
and mail it, together with your payment, to the ATARI
Program Exchange, P.O. 3705, Santa Clara, CA 95055.
Phone Orders, for Easter service, phone in credit
card orders, using our toll-free number, 800/538-1862
(or 800/672-1850 for calls within California). You can
also call us at 408/72^-5603. Telephone hours are Mon-
day through Saturday, 7 a.m. to 5 p.m. PST.
Payment by check, money order, VISA, or Master-
Card. Your payment must accompany all mail orders.
Enclose a check or money order, or charge your order
to your VISA or MasterCard account. Include the $2.50
shipping and handling charge in your payment. Cali-
fornia residents need to add 6.5% sales tax to the mer-
chandise total, exclusive of shipping and handling.
No C.O.D. or purchase orders. We regret thai we
cannot accept orders paid by C.O.D. or by a purchase
order.
Foreign orders. At present, we can handle orders
only from the United States. Contact your ATARI sup-
plier for more information.
Delivery to P.O. Box numbers. We normally ship
your order by United Parcel Service (I PS) Because
I PS doesn't deliver to P.O. Box numbers, please use a
street address on your order form.
Alternate shipping method. Please indicate an alter
nate method of shipment if TPS doesn't deliver to your
area.
DISCLAIMER OF WARRANTY ON APX COMPUTER
PROGRAMS. Mom APX Computer Programs haw been
written by people not employed by Atari. The pro-
grams we select for APX offer something of value that
we want to make available to ATARI 1 lome Computer
owners. In order to economically offer these programs
to the widest number of people. APX Computer Pro-
grams are not rigorously tested by Atari and are sold
on an as is basis without warrant) of any kind. Any
statements concerning the capabilities or utility of APX
Computer Programs are not to be construed as express
or implied warranties.
Atari shall have no liability or responsibility to the ori-
ginal consumer purchaser or any other person or en-
tit\ with respect to any claim, loss, liability, or damage
caused or alleged to be caused directly or indirectly by
APX Computer Programs. This disclaimer includes, but
is not limited to. any interruption of services, loss of
business or anticipator}' profits, and/or incidental or
consequential damages resulting from the purchase,
use, or operation of APX Computer Programs.
Some states do not allow the limitation or exclusion of
implied warranties or of incidental or consequential
damages, so the above limitations or exclusions con-
cerning APX Computer Programs may not apply to you.
LIMITED WARRANTY ON MEDIA AND HARDWARE
ACCESSORIES. Atari, Inc. ( Atari ) warrants to the
original consumer purchaser that the media on which
APX Computer Programs are recorded and any hard-
ware accessories sold by APX shall be free from defects
in material or workmanship for a period of thirty (30)
days from the date of purchase. If you discover such a
defect within the 30-day period, call APX for a return
authorization number, and then return the product to
APX along with pnxjf of purchase date. We will repair
or replace the product at our option. If you ship an
APX product for in-warranty service, we surest you
package it securely with the problem indicated in writ-
ing and insure it for value, as Atari assumes no liability
for loss or damage incurred during shipment.
This warranty shall not apply if the APX product has
been damaged by accident, unreasonable use. use with
any non-ATARl products, unauthorized service, or by
other causes unrelated to defective materials or work-
manship.
Any applicable implied warranties, including warranties
of merchantability and fitness for a particular purpose,
are also limited to thirty (30) days from the date of
purchase. Consequential or incidental damages result-
ing from a breach of am applicable express or implied
warranties are hereby excluded.
The provisions of the foregoing warrants are valid in
the l .S. only. This warranty gives you specific legal
rights and you may also have other rights which vary
from state to state. Some states do not allow limitations
on how long an implied warranty lasts, and. or do not
allow the exclusion of incidental or consequential dam-
ages, so the above limitations and exclusions may not
apply to you.
No cancellations, returns, refunds, or credits. \\ i
keep our costs down, we accept no cancellations and
no returns, except for defective media or for goods
damaged in shipment. >X e give no refunds or credits
Goods damaged in shipment. If your order arri\es
damaged, please call one of our toll-free numbers with
in seven days after receiving your order. Have your
packing slip at hand and ask for a return authorization
number. Do not return a program to APX without this
number.
Right to make changes. W e reserve the right to
make price and availability changes in the products
described in the APX catalog at any time and without
notice.
Current ARY Hit*
GETAWAY!
by Mark Reid
Find the loot and slash it before the law nabs
you! Your getaway car races across a city that
covers 35 screens See page 48.
TERMINAL ADN-3A
BACK = XI RUB OUT
LEFT MARGIN ZERO
LINE LENGTH 86
CURSOR FREE
FTP UPLOAD
— > F D : CTR . DOC.
FILE TYPE TEHT
R: DEUICE 1
BAUD RATE 386
PARITY NONE
DUPLE K FULL
FLOW CONTROL ECHO
USE OPTION « SELECT,
=AUE. RESTORE, QUIT,
PRESS START TO GO ON
CHAMELEON CRT TERMINAL
EMULATOR
by John Howard Palevich
G>nvert your computer to a Glass TTY. ADM-3.
or VT-52 terminal. Features include 80 column.
24-cliaracter line display and previous page col-
umn buffer See page 69.
-SCORE : «
SPELLING GENIE
by Dale Disharoon
Four spelling games filled with magic and
whimsy also offer excellent practice in spelling
and word recognition. See page 30.
TYPO ATTACK
by David Buehler
T\pe the right character and destroy the T\pos
— a great way to practice your touch typing!
Nine levels of skill See page
COUNTER*
& & &
& & £3* ^*
COUNTER
by Al Casper
An introduction to numbers m four languages.
Captivates younger children with color, sound
and action. See page 2 T .
VIDEO MATH FLASH CARDS
by Richard S. W aller
Timed math drills provide no stress practice, the
c hance to retry problems missed earlier, and a
ranking up to Math Wiz! See page 42
EXTENDED
fig-FORTH
REV. 2
EXTENDED fig-FORTH
by Patrick Mullarky
Full implementation of the increasingly popular
programming language with more definitions
(for advanced programmers). A good develop
ment tool for applications that require high
speed and low memory consumption. See
page 66.
1X2
- *7
: -5
1X2
NUMBER BLAST
by Richard Wiitala
Practice solving addition and multiplication
problems by "blasting" to the answer more
quickly than your opponent See page 29.
DEEP BLUE C COMPILER
by John H. Palevich
C — more powerful than liASIC less error-
prone than assembly language, transportable.
This compiler helps you create large programs
with G, See page 64.
Current APX Hit*
SEVEN CARD STUD
by Monty Webb
Play poker against five opponents, each having
four programmable playing traits. An instant all-
night poker game! See page 54.
INSTEDIT
by Sheldon Leemon
The best character set editor we've ever seen.
INSTEDIT can help you make maximum use of
the advanced graphics capabilities of your ATARI
Home Computer. There's also a Microsoft BASIC
version. See page 65.
DOWNHILL
by Mark Reid
Time to hit the powder! Pick a slope, select your
speed, and race against the clock to get to the
bottom of the slope without hitting a tree or
missing a gate. Thrills without chills, and no
broken bones! See page 51.
SALMON RUN
by Bill Williams
Help Sam the Salmon reach his lady love! You
guide him upstream, leaping up waterfalls, steer-
ing clear of bears, fishermen, and seagulls in a
race against time. See page 50.
10 GO
8 10
TOO©3 WMOT
M TT ME BOX"?
TEASERS BY TOBBS
by Thomas C. O'Brien and
Sunburst Communications
Tobbs is an imp! Fill his boxes with correct an-
swers to math problems. He's glad when you're
right, bill he shakes his head firmly when you're
wrong. Adults are challenged and charmed too.
See page 26
ATARI PASCAL
LANG! AGE SYSTEM
ATARI PASCAL LANGUAGE SYSTEM
ISO PASCAL with many enhancements tailored
to the needs of advanced PASCAL programmers.
See page 70.
MAGIC MELODY BOX
by W. Wes Horlacher
You've always wanted to write a song, right? But
you can t read music, right? Well, now you can
be Cole Porter! Create a four-voice harmonized
song in just two steps. You design the melody
line, the program does the rest. See page 40.
QUARXON
by Scott Ludwig
The enemy is attacking — defend the droids!
Quarxon's strange atmosphere makes direct
fighting difficult: your own laser fire could be-
come your downfall! See page 52.
KEYBOARD ORGAN
by Alan Griesemer and
Stephen Bradshaw
Turn your ATARI Home Computer into a simple
organ! V ibrato and attack features can modify
the sound. Record and play back your music,
even play both parts of a duet! See page 20.
5
APX Fall Contest Wii
1ST PRIZE
Home Management
COLOR ALIGNMENT GENERATOR
by Don Lee
Use your computer to correct your TVs picture.
Clear instructions and on-screen patterns and graphs
guide you through the process step by step. See
page 10.
Consumer
ION ROADWAY
by Jim Summers
You alone must master the joystick control of the
I-Car: gain points by spinning out, navigate past
dangerous robot cars, and never miss a chance to
refuel! See page 46.
2ND PRIZE
NOT AWARDED
THIS QUARTER
SARATOGA
by Paul Wehner
The year is 1777. You command the American
forces: destroy the Redcoats by year end and retain
control of Albany, Philadelphia, West Point, and Fort
Ticonderoga. Eight scenarios! Games in progress
can be saved. See page 47.
3RD PRIZE
NOT AWARDED
THIS QUARTER
MOON MARAUDER
by Stephen Romejko
Destroy the alien bases on the rrux)n and save the
Earth! You control the altitude and direction of your
ship. See page 47.
8
APX Fall Contest Winners
1ST PRIZE
Learning
n
salami;
PUZZLER
by Paul Lewandowski
Your child can work as many as 20 different brightly
colored puzzles! Use the joystick to place the pieces
— no penalty for mistakes, and a record of tries is
kept to mark improvement. See page 23.
Systems/Telecommunications
CARTOONIST
by Bryan Talbot
Use your ATARI Home Computer to create charac-
ters and put them into action. Programmers can add
animated sequences to programs, and children can
discover the world of animation. See page 60.
2ND PRIZE
RINGMASTER
by Gregor Novak
Elephants, camels and a show-off monkey teach
multiplication tables under the big top! You set the
level of difficulty. Bright colors and lively music
make learning fun. See page 23.
by Frank Paris
MATHLIB is a whole library of math functions de-
signed to expand your DEEP BLUE C COMPILER in-
to the area of floating point calculations. Recom-
mended for programmers familiar with DEEP BLUE
C. See page 60.
3RD PRIZE
NOT AWARDED
THIS QUARTER
MUSICAL PILOT
by Charlie Kulas
Pilot your plane through the notes of a song. Each
note is a balloon that pops when your plane flies
through it. Helps children learn relationship be-
tween sounds and notes, but first of all, it's fun! See
page 22.
Home Management
ATARIWRITER™ PRINTER DRIVERS
Recommended for owners of AtariWriter™ and printers
other than the ATARI 825™ and ATARI 1025™
Written in machine language
Adapt the AtariWriter™ Word Processor for use
with several printers
Everyone's impressed with the new AtariWriter™ Word Pro-
cessor because it's so versatile and easy to use. But until now,
unless you had an ATARI 825 or ATARI 1025 printer, it was
hard to use this powerful word processing system. With this
printer driver program, you can adapt several other kinds of
printers to AtariWriter m .
It's easy to prepare your diskettes. You just copy a file, using
DOS, from the printer driver diskette onto your text diskette,
renaming it AUTORIJN.SYS, and from then on, you can use
that text diskette with your printer. Each time you load your
text diskette into computer memory, the printer driver
routine loads along with it. There's less computer memory
available to you, but the manual shows you how to deal with
large text files.
You can use AtariWriter™ Printer Drivers with the following
brands and model numbers of printers:
ATARI 1020™ and ATARI 1027
EPSON EX-80, MX-80 and MX 100
EPSON MX-80 GRAFTRAX and MX- 100 GRAFTRAX
EPSON MX-80 FT III and MX-100 FT III
GEMINI- 10
NEC-8023A
PROWRITER-8510
The manual shows you how to adapt the word processor's
special functions to each individual printer.
REVIEW COMMENTS
If you own a printer other than the ATARI 825 or ATARI 1025,
this set of drivers makes it easy to use the fine AtariWriter™
word processor. However, it doesn't always allow access to
special printer features, such as subscripts and superscripts
REQUIRES
AtariWriter™ Word Processor cartridge
Diskette! s) containing text files
Printer (listed above)
ORDER INFORMATION
Media RAM Price Order No.
COLOR ALIGNMENT GENERATOR
by Don Lee
Recommended for ages 17 and up
Written in BASIC
Use your computer to correct your TVs picture
How many times on yoOf TV have your green Martians been
off-blue, your orange sunsets a pale shade of pink? The color
alignment is sometimes off, and you're left with a poor ex-
cuse for a color TV. Now with this program you can use your
computer to correct this color deficiency without having to
surrender your TV to the repairman.
The program guides you through the process step by step in
the manual. On the screen, it displays a set of color and black
and white patterns and graphs, while the manual describes
how to use them to perfect your TV reproduction. Using
several easily recognizable controls, you can quickly correct
any problem in the color quality or alignment An electrician
or electronics student can use the included NTSC American
standard color bars and patterns. No matter what your elec-
trical proficiency, this program can help you achieve better
TV reception.
REVIEW COMMENTS
This program, with an easy-to-follow manual, lets the user ad-
just his or her TV at home, or tell if it needs to be taken into
the shop for adjustment.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 2iK
$19.95
APX-10222
Diskette 32K
$19.95
APX-20222
For credit card orders, use these
toll-free numbers: 800/672-1850
(California) or 800/538-1862
(elsewhere in Continental U.S.A.)
Or phone direct: 408/727-5603.
Diskette
24K
$24.95 APX-20223
Home Management
HOME INVENTORY
by RLM Micro Systems
Recommended for ages IS and up
Written in BASIC and machine language
Protect your property by recording vital
information
YouVe devoted time, effort, and money to acquiring your
possessions, and you've insured your valuables against loss or
damage. But, have you recorded the information required by
your insurance company for reimbursement? For each item,
HOME INVENTORY lets you keep track of a name, type, de
scription, serial number, date purchased, and purchase price.
You can store information for up to 1200 items on a single
diskette, and you can use as many diskettes as necessary tp
record all your possessions.
HOME INVENTORY is very easy to use. Color-coded screens
and simple messages guide you through entering the in
formation for each item, for locating selected items, and for
printing complete or condensed inventory lists of all or
selected items. You can also erase or revise information for
items at a later date. Then, after you record all your vsd
uables, you can store a copy of the diskette containing your
records in another location, such as a bank safety deposit box
or a friend's home. No one wants (0 Lue loss or destruction
of property, but with HOME INVENTORY, if disaster strikes, at
least you're prepared with the information needed to get
restitution from your insurance company
The authors invite questions and comments by mail and tele-
phone.
REVIEW COMMENTS
This program is easy to understand and use The color-coded
screens help you keep track of where you are. and numerous
messages ensure you don't accidentally lose information.
REQUIRES
ATARI BASIC Language Cartridge
Diskette(s) tor storing records
ATSPELLER, Rev. 2
by R. Stanley Kistler
Recommended for ages 12 and up
Written in machine language
Check your documents for correct spelling
How can you look a word up in the dictionary if you can t
spell it? At last there s an answer to the perplexing problem
of English spelling ATSPELLER takes any diskette text file pro-
duced by such word pr< lessors as T*PIT. the ATARI Word
Processor, or any other word prcxessor that creates ATARI
DOS-compatible files, and checks it against a dictionary file of
more than 30,000 words. If that s not enough, you can create
your own dictionary file with even more words. You can have
the questionable words highlighted on your TV screen or
printed on paper. You can edit as you go along, replacing the
incorrect word or leaving it as it is. Finally, if you have too
many errors. ATSPEU.HR can write a new file for you. AT-
SPELLER takes the drudgery out of proofreading, and gives
you confidence that your documents aren't marred by spell-
ing and typing ern Mrs
REVIEW COMMENTS
This is a first for Atari. The author worked on and tested
ATSPELLER for more than a year before submitting it to APX.
Rev. 2 can be used with only one disk drive, and it has ex-
panded dictionary capabilities.
REQUIRES
Diskette! s) containing text files
OPTIONAL
ATARI printer or equivalent printer
A second Atari 810 or 10S0 Disk Drive
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 48K $39.95 APX-20191
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32K
124.95
APX-20214
Home Management
MOMf LOAN ONflLYSI i
COIMZ toy Jim sk.nn^r
t» if. s
•nt •
an in Years ;o
•nt six . 44
»t Payiwnt. 1989
It P4VMOt. I
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90000
HOME LOAN ANALYSIS
by Jim Skinner
Recommended for adults
Written in BASIC
Evaluate loan alternatives
You're ready to buy a house, but you don't know the
appropriate price range. You want your payments to be no
more than $750 per month, and you want to finance the loan
for 30 years to buy as large a house as possible. If the current
interest rate is 14.5 percent, what's the maximum purchase
price you can afford?
You want to make improvements to your house that will cost
$5,000. You can borrow the money at 16 percent for five or
ten years. Which time period would be better?
HOME LOAN ANALYSIS can help you answer these and other
kinds of questions related to loans that use an amortization
schedule, including mortgages and most automobile loans.
You need enter only some combination of interest rate, orig-
inal purchase price, down payment, balloon payment, and
number of years for the loan. HOME LOAN ANALYSIS can
then calculate monthly payments, maximum purchase price,
appreciation rates, resale values, and amortization schedules.
By changing one item, such as interest rate, you can quickly
see its effect on the other figures. And you can display the
analyses on your TV screen or print them. Can you afford a
home improvement loan? Should you refinance your first
mortgage or take out a second mortgage? What is the effect
of various balloon payments on your regular monthly pay-
ment? What will your home be worth ten years from now?
With HOME LOAN ANALYSIS, getting the answers to these
questions makes evaluating all your options a snap.
The author invites written questions and comments.
REVIEW COMMENTS
This program is easy to use, informative, and well designed
It will calculate a schedule for specific years. The manual
clearly presents many useful examples.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX- 10207
Diskette 24K
$24.95
APX-20207
STRATEGIC FINANCIAL RATIO ANALYSIS
by Richard K. Lindgren
Recommended for investors and students
Written in BASIC
Evaluate a firm's performance and management
strategies
Investors use financial ratio analysis to assess the perform-
ance of a company. You supply information from published
financial statements, such as annual reports. STRATEGIC
FINANCIAL RATIO ANALYSIS computes ratios that measure a
firm's profitability, liquidity, and use of debt.
You can also use the program to inteq->ret a management's
business strategies, noi always ev ident from looking at num-
bers alone. STRATEGIC FINANCIAL RATIO ANALYSIS can help
uncover these strategies by presenting a set of key ratios in a
format that demonstrates how each factor contributes to the
company's success or failure. You can also use the program
for "what if' analyses to evaluate the impact of a possible
business decision on future performance.
The program guides you through entering the necessary data,
which you can save for future use. Because you can work
with two sets of information at a time, you can compare in-
formation on two different companies or information for two
different time periods for one company. You can request as
many as 30 different ratios for these two sets, and display or
print them in a special format that illustrates their strategic
relationships. For quick recall, the program also contains a
glossary of all the ratios. With STRATEGIC FINANCIAL RATIO
ANALYSIS, you'll spend less time computing and organizing
your results than you do now, and you'll have more useful
information at your disposal.
The author invites written questions and comments.
REVIEW COMMENTS
This program is easy to use and it's good at helping you
avoid making mistakes. The user manual is clear and thor-
ough.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI printer or equivalent printer
DLskette(s) for storing data
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 32K $24.95
APX-20217
12
Home Management
DATA BASE/REPORT SYSTEM
by James W. Burley
Recommended for experienced data base users
Written in BASIC and machine language
If you've ever used a data base manager on a large computer
system, you'll appreciate the features of DATA BASE/REPORT
SYSTEM. This general purpose system creates and maintains
records having a maximum length of 255 characters. You can
store about 1300 records having a five-character key on a sy s-
tem with 40K of memory.
You use the program to create a file; add, update, and re-
move records; sort the file; and print reports. Other pro-
grams redefine files by adding fields, modifying field sizes, or
changing old field headings. The report writer lets you mod-
ify the order in which fields print, sum up numeric fields,
and find your records using optional keys.
REQUIRES
ATARI BASIC Language Cartridge
DOS 2 -formatted diskette(s) for data
OPTIONAL
ATARI 825 80-Column Printer or Epson printer
ORDER INFORMATION
Media RAM Price Order No.
Diskette 40K $24.95 APX-20134
CALCULATOR
Recommended for ages 15 and up
Written in machine language
Now you can use the best qualities of a calculator on your
ATARI Home Computer. CALCULATOR contains 145 functions,
from simple arithmetic to programming commands that let
you write your own programs. You can also work complex
conversions and watch the stack and memory displays. Once
CALCULATOR automatically loads into memory, you can
choose five categories: conversions, fundamental functions,
algebraic and trigonometric functions, statistical functions,
and financial functions. After you've finished your calcula-
tions, you can print your results. Other commands let you
store and retrieve programs as well as data. The stack and
memory displays share the center of the screen. Along the
bottom of the screen is a space for your entries. You can
store these entries in memory. A scroll area above the
prompt line displays your last seven entries.
REQUIRES
No required accessories.
OPTIONAL
An ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 24K $29.95
APX-20130
BOWLER'S DATABASE, REV. 2
by Jerry White
Recommended for bowlers
Written in BASIC
BOWLER S DATABASE is a friendly program for keeping track
of your bowling scores. You enter your weekly scores for
your first, second and third games, using a separate diskette
or cassette for each bowler. You can request summary and
detailed reports. The summary report contains your highest,
lowest, and average scores bowled in the first, second, and
third games, your highest, lowest, and average three-game
series, and overall average. The detailed report lists all game
and individual series totals by week.
BOWLER'S DATABASE gives you detailed records of your
bowling performance, making comparisons from one season
to the next, or from one league to another. Revision 2 lets
you store scores greater than 255, and contains a display
change.
REQUIRES
ATARI BASIC Language Cartridge
Additional diskettes for storing data
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $17.95 APX-10091
Diskette
24K $17.95 APX-20091
Home Management
DISKETTE MAILING LIST
by William Bartlett
Recommended for ages 16 and up
Written in BASIC and machine language
ENHANCEMENTS TO GRAPH IT*
by Howard D. Siebenrock
Recommended for ages 12 and up
Written in BASIC
DISKETTE MAILING LIST can handle lists having as many as
127 units of information (fields), with each unit as large as
120 characters. The number of records a file can contain is
limited only by available diskette space, not memory.
You select program functions from menus. First you define
the kinds of information you want to include in the records
for a file, and then you add the records themselves. You can
revise, add, and remove records as needed. You can sort and
re-sort your records by any combination of fields. And you
can print your records according to your specifications. Each
record prints on one line, and you can also create custom-
tailored mailing labels accommodating single and multilabel
forms.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI 825 80-Column Printer or equivalent
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 16K
$24.95
APX-20112
FAMILY VEHICLE EXPENSE
by Jerry Falkenhan
Recommended for ages 18 and up
Written in BASIC
With FAMILY VEHICLE EXPENSE, you can keep track of six
vehicles in nine expense categories, using your ow n blank
diskettes to store data on.
The program uses a series of menus to review, enter, change,
or delete information on one or all of your cars in any
month. It lets you record twelve fuel entries per vehicle per
month, and if you enter your odometer readings for at least
two fill ups, the program calculates your cost per mile and
miles per gallon for each vehicle for each month. You can
use the print option at any time to create copies of your
entries or to obtain summary reports.
REQUIRES
ATARI BASIC Language Cartridge
DOS 2-formatted diskette(s) for storing data
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price Order No.
If you own the ATARI GRAPH IT program, you know you can
create your own pie graphs, bar charts, and different plots on
your TV' screen, and you can use your Joy stick Controller to
find values of specific points on the plots. ENHANCEMENTS
increases the usefulness of GRAPH IT. With ENHANCEMENTS
you can save your work on diskette or cassette and later re-
display it. The program also lets you select degrees or ra-
dians for plotting trigonometric functions, and the function
you use displays below the plot.
Incorporating these features into GRAPH IT is simple. From
then on, you use these enhanced GRAPH IT programs as you
would the original versions, except that you now have addi-
tional features readily available.
REQUIRES
ATARI BASIC Language Cartridge
ATARI 410 or 1010 Program Recorder
GRAPH IT (CX4109)
OPTIONAL
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette
32K
$17.95
APX-20(P4
Indicates trademark of Atari. Inc.
FINANCIAL ASSET MANAGEMENT SYSTEM
by Robert A. Waldman
Recommended for ages 16 and up
Written in BASIC
The FINANCIAL ASSET MANAGEMENT SYSTEM helps you
evaluate the status of all your holdings by creating records
for each asset and producing printed reports. Your assets can
be of any type, and you can track as many as 99 different
assets per file, creating as many files as you need. The system
values your portfolio and prints three kinds of reports. One
orders all your assets in a file alphabetically and lists each
asset's yield, profit, and annual payout. This report also prints
subtotals by asset types. The second report sorts all your
assets into different lists: value, profit, payout, yield, and per-
cent profit. The third tabulates all your dividends and interest
paid on a year-to-date basis. You can also print data input
forms to record information manually.
Diskette
40K
$24.95 APX-20128
REQUIRES
ATARI BASIC Language Cartridge
ATARI 825 80-Column Printer only
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 40K
$2995
APX-20042
Home Management
REAL ESTATE CASH FLOW ANALYSIS
by Richard K. Lindgren
Recommended for real estate investors
Written in BASIC
With REAL ESTATE CASH FLOW ANALYSIS, you can make de-
cisions ahout real estate, but leave the number-crunching to
your computer.
The program consists of three sections that analyze the costs
and benefits of income-producing property. The Data Editor
guides you in compiling, documenting, and modifying rele-
vant analysis data. The Cash Flow analysis section computes
before-tax and after-tax cash flows, profitability measures, and
projected net worth for an investment property. The Amor-
tization section computes monthly payments, interest rates,
principal amounts, and terms for self-amortized loans. You
can print all the analyses.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI 825 80-Column Printer
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 32K $24.95 APX-20169
TYPIT
by Charles E. Balthaser
Recommended for any typist
Written in assembly language
TYPIT turns your computer into a typewriter, keeping the
editing features of a word processor, but eliminating the
complex code symbols.
A page of text appears on the screen just the way it will on
the printed page. Each line is as long on the screen as it's
going to be on the page. There's no "wraparound.'' A signal
sounds when you are at the end of a line. To help you visual-
ize how each page is going to look, TYPIT displays a dotted
Line every- 65 lines, to show the bottom of an 11-inch piece of
paper. The seventeen editing commands are short and sim-
ple. With a 48K system, you have room for about four pages.
You can save on diskette anything you write with TYPIT.
REQUIRES
ATARI 825 80-column printer or equivalent printer
OPTIONAL
Diskette(s) for storing documents
ORDER INFORMATION
Media RAM Price Order No.
Diskette 24K $17.95 APX-20192
STOCK MANAGEMENT
by Greg Thrush
Recommended for ages 18 and up
Written in BASIC
With STOCK MANAGEMENT, you record the information
from your trade confirmation receipts once. The program
then takes care of all your record-keeping chores and per-
forms analyses.
A series of menus and prompts guides you through entering
and updating information for these transactions: buy, sell, di-
vidends, stock dividends, stock splits, and nontaxable distri-
butions. For each transaction you record the stock, its
symbol, the transaction type and date, the exchange, and the
price/dividend, quantity, and commission. The program up-
dates your file whenever you add information, and you can
then print several kinds of reports: lists, current status includ-
ing current value of each stock, summary of all transactions,
and a capital gains summary in a given year.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI 825 80-Column Printer or Epson 80-Column Printer
ORDER INFORMATION
Media RAM Price Order No.
Diskette 32K $24.95 APX-20147
ON
SALE
NOW!
The
A.N.A.L.O.G.
Compendium contains the
best ATARI programs from the first ten
issues of A.N.A.L.O.G. Computing Magazine,
including new material not previously published. It is packed
with utilities, educational and business programs, including
an updated version of Tony Messina's "Disk Tool." And,
to top it off, The Compendium contains the best game
programs ever published in any magazine, including Maniac,
Stuntman and the A.N.A.L.O.G. favorite, Fill } Er Up! (All
shown opposite page, top.)
The A.N.A.L.O.G. Compendium is available at se-
lected book and computer stores, or you can order it direct.
Send a check or money order for $14.95 + $2 shipping and
handling to:
A.N.A.L.O.G. Compendium
P.O. Box 615
Holmes, PA 19043
Or you can order by phone with
MasterCard or VISA. Call toll free:
1-800-345-8112 (in PA, call 1-800-
662-2444).
For orders outside the U.S., add
an additional $5 air mail, $2 sur-
face.
SUPPLIES ARE LIMITED, SO ORDER YOUR COPY TODAY!
Personal Development
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A-SPECT-i
ADVANCED MUSICSYSTEM
by Lee Actor
Recommended for ages 1 1 and Lip
Written in BASIC and machine language
With the ADVANCED MUSICSYSTEM, you can use your music-
al skills, from listening to creating, to their fullest
You select your activity from a menu of fourteen choices. The
editing function is one of the most interesting. You enter a
musical note by specifying its parameters. Eveiy time you en-
ter a note, the program reproduces it through the television
speaker and displays it on the screen, where it can he mod-
ified. You can listen to as main as four independent voices in
a 5' -octave range and watch a piano keyboard playing the
notes with each of the four voices appearing in a different
color Built-in synchronization functions let you construct a
tape with at least eight simultaneous voices using an external
tape recorder. ADVANCED MUSICSYSTEM lets you save music
on a diskette, and merge files to create very large files
REQUIRES
ATARI BASIC Language Cartridge
DOS 2-formatted diskette(s) lor storing music
OPTIONAL
One set of ATARI Paddle Controllers
Stereo cable-
Tape recorder
PAL
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32 K
$29.95
APX-20100
JUKEBOX #1
by Lee Actor
Recommended for ages 6 and up
Written in BASIC and machine language
Created with the help of ADVANCED MUSICSYSTEM, JUKE-
BOX #1 turns your ATARI Home Computer into a record
player you set and forget. A selection of eight quality classics
fills JIKEBOX #1.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 32K $17.95
APX-20135
ASTROLOGY
by Harry Koons and Art Prag
Recommended for ages 14 and up
Written in BASIC
Draw astrological charts based on birth date and
birthplace
Ptolemy and Morinus, the famous Greek astrologers, had a
much harder time computing the locations of the sun, moon,
and planets than you will. With ASTROLOGY, the mysteries of
the zodiac, planetary positioning, natal charts, and rising signs
will unfold in your very own living room.
Once the program loads, enter the exact time and place of
birth. Then designate the location as geographical coordi-
nates. If you don't know this information. ASTROLOGY com-
putes it as you move the cursor across either a world or
United States map to your birthplace.
After you've typed in the time (to the minute), date, and loca-
tion of birth, ASTROLOGY takes over. The program processes
your data and draws an astrological chart on the screen
representing the earth, the zodiac, and the twelve astrological
houses at the time of birth. Symbols of the zodiac appear on
the lines (cusps) between each house. Each planetary sign is
displayed in its proper house. ASTROLOGY also computes
the relationships (aspects) of the planets in the houses. The
program defines symbols for planets and signs of the zodiac
on a separate screen.
Once you have your complete chart, some simple inter-
pretations are available in the manual.
The authors invite written questions and comments.
REVIEW COMMENTS
The user manual includes suggested reading material for
further astrological information. You do need additional
reference material for a complete interpretation.
Can save charts on diskette, or print the chart with an
appropriate printer and printing program.
REQUIRES
ATARI BASIC Unguage Cartridge
OPTIONAL
Diskettes for storing charts
Printer capable of printing graphics
ORDER INFORMATION
Media RAM Price Order No.
Diskette
4()K
$24.95 APX-20078
1
Personal Development
DRAWIT
by James Burton
Recommended for ages 8 and up
Written in machine language
An extraordinary drawing tool
There are many drawing programs available for ATARI Home
Computers. DRAWIT stands out from the crowd because of its
well chosen, easy-to-use features and its ability to turn your
creations into both a "slide show" for which you control the
timing and an automatic message cycling system.
With DRAWIT and 48K of computer memory, you can create
up to nine pages of multicolored drawings in memory at a
time; with 16K of memory, you can create one page, and with
32 K of memory, you can create five pages. Using four color
pens, you can choose from sixteen different colors and eight
different hues. You can easily draw outlined and solid circles,
lines, boxes, different sized text, and freehand sketches.
DRAWIT also has a fill feature, along with design relocation,
page merging, and two zoom levels for detail work.
You can use your drawings in several ways. For example,
DRAWIT includes a program that lets you incorporate your
drawings into BASIC programs. And with DRAWIT s animator
feature, you can combine pages in imaginative ways, such as
fading one page into another or creating page wipes from
any of four directions. Or you can turn your ATARI Home
Computer into a visual aid for presentations or into an auto-
matic sales or demonstration device. The diskette version in-
cludes an animation demonstration.
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
DRAWIT is easy to learn and use, and has many features, such
as entering letters of any size, a choice of cursor form and
speed, and the ability to load screens from BASIC. The an-
imator demonstration is wonderful.
REQUIRES
One ATARI Joystick Controller
OPTIONAL
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$39.95
APX- 10209
Diskette 16K
$39.95
APX-20209
PIANO TUNER
by R. J. Morgan
Recommended for ages 16 and up
(with knowledge of music and piano)
Written in BASIC
Learn piano tuning, tone generation,
and ear training
If nobody wants Sam to play it again any more, maybe it's the
piano. Keeping this delicate instrument in tune is a difficult
but critical part of maintaining it in good condition. PIANO
TUNER incorporates the sound capabilities of your ATARI
Home Computer to help you learn the procedure and skills
you need for this task.
The "tuning procedures" section of the program guides you
through the steps to do a general tuning. It prints instructions
and illustrations for each step. Then it sounds the tones you
need to adjust your piano.
Select the "single tones" option to generate any of the 88
possible pitches on a piano. Each note is listed on the screen,
and you use a joystick to select the one you want. Hold down
the joystick button to listen to that tone.
To sharpen your skills as a tuner, choose "ear training." You
select one pitch, and the program produces another within
fifteen cycles per second of the first. Use the joystick to in-
crease or decrease the pitch of the second tone. When you've
matched the first tone, you no longer hear the "beat" sound
that indicates a difference. Practice makes perfect!
The author invites written questions and comments.
REVIEW COMMENTS
This program doesn't replace the services of a professional
piano tuner. The graphic representation of the piano strings
is good, and the tuning procedure is easy to follow. It's use-
ful for the piano owner who wants to learn general tuning.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
Tuning hammer
Damping wedges or felt
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$29.95
APX-10216
Diskette 2^K
$29.95
APX-20216
Personal Development
FINGERSPELLING
by Dewey Garton
Recommended for ages 4 and up
Written in BASIC
This colorful program helps you learn to speak with your
hands. Although communicating with deaf people is the prin-
cipal use of fingerspelling, the technique is also useful for
situations like working in a noisy environment. It can even be
a fun way for kids to communicate with each other "in code."
The program has two parts:
• Show me. You type a letter or a word up to ten letters long,
and the program displays the hand images one at a time with
the letter alongside for reinforcement.
• Test me. You practice reading by typing the letter or word
that corresponds to the hand images you see on the screen.
You can choose from three levels of difficulty and ten speeds.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
BLACKJACK TUTOR, Rev. 1.1
by W. H. Northrup
Recommended for adults
Written in BASIC and machine language
Here's a game with more than entertainment as its purpose.
It's also a tutorial designed to increase your mastery of black-
jack playing and betting strategy. First you learn basic black-
jack strategy so that you can maintain roughly even odds over
the dealer. Next you tackle the tens count strategy, which can
give you as much as a ten percent advantage over the dealer
during some portions of game play.
Designed for players already familiar with the casino card
game, BLACKJACK TUTOR is based on the mathematical prob-
abilities of blackjack. As the dealer, the computer follows casi-
no rules. You have the options of staying, hitting, doubling,
splitting, surrendering, and asking for insurance.
Rev. 1.1 fixes bugs in doubling and splitting aces.
REQUIRES
ATARI BASIC Language Cartridge
Media RAM Price Order No. ORDER INFORMATION
Cassette 16K $24.95 APX-10197 Media RAM Price Order No.
Diskette 24K $24.95 APX-20197 Cassette 16K $24.95 APX-10057
Diskette 24K $24.95 APX-20057
PERSONAL FITNESS PROGRAM
by David Getreu
Recommended for ages 12 and up
Written in BASIC
Have you been spending too many hours at your ATARI
Home Computer? Are you developing hobbyist's spread? Do
your muscles strain when you lug your equipment to the
users' group meeting? Don't despair. Without leaving your
computer, you can recapture the old vigor by exercising for
15-30 minutes a day.
The eight exercises in the PERSONAL FITNESS PROGRAM
may help improve your flexibility, strength, stamina, coordi-
nation, circulation, and general body tone. The program
tailors the exercises to you. It contains daily and weekly
progress charts.
CONSULT YOUR PHYSICIAN BEFORE USING THIS EXERCISE
PROGRAM.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
One set of ATARI Paddle Controllers
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM Price Order No.
PLAYER PIANO
by Jerry White
Recommended for ages 4 and up
Written in BASIC
Turn your computer into a twenty-note minipiano! Even-one
can enjoy this versatile program, regardless of music ability
or training.
The program displays the twenty black and white piano keys,
and a musical note symbol jumps across the keys as you play
your tune. You create tunes much like tapping one out on a
piano — you strike a key and the note plays. You can save
your tune for recall at a later time. PLAYER PIANO lets you
build tunes having as many as 400 notes, composed of whole,
half quarter, and eighth notes, and having a variety of tempos.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price
Order No.
Cassette 32K $24.95
APX-10062
Diskette 32K $24.95 APX-20062
Diskette
24K $24.95 APX-20033
Personal Development
KEYBOARD ORGAN
by Alan Griesemer and Stephen Bradshaw
Recommended for ages 6 and up
Written in QS FORTH
What does 7ZBBNNB V V C C X X X mean to you? With
KEYBOARD ORGAN, it's the beginning of Twinkle, Twinkle
Little Star "! You can turn your ATARI Home Computer into a
simple organ with vibrato and attack features. You play songs
using the computer s keyboard as if it were an organ key-
board, except that you can play only one note at a time. You
can record and play back your songs, and even play duets or
rounds by recording a song and playing it back while you
play along on the computer keyboard
REQUIRES
No required accessories
BANNER GENERATOR prints banner messages,
with characters up to six inches high and up to eighty
characters long. Options include different fills and intensities.
REQUIRES: ATARI BASIC Language Cartridge, ATARI 82 S
printer or equivalent printer.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $15.95 APX-10040
Diskette 16K $15.95 APX-20040
GOING TO THE DOGS helps you project the
outcome at dog races, taking into account point rating,
ranking, position, and track specifics. REQUIRES: ATARI
BASIC Language Cartridge, DOS 2 formatted diskette( s) for
storing data, a racetrack program
ORDER INFORMATION
Media RAM Price Order No.
Diskette 24K $24.95 APX-20123
ORDER INFORMATION
Media RAM Price Order No.
Cassette 24K $24.95 APX- 10094
Diskette 24K $24.95 APX-20094
VIDEO KALEIDOSCOPE
by Raymond Weir
Reeommended for ages 4 and up
Written in BASIC and machine language
To introduce a young child to the colorful world of computer
graphics, or to show off the graphics capabilities of your
ATARI Home Computer, consider VIDEO KALEIDOSCOPE. It s
so easy to use that even small children can enjoy creating
elaborate, colorful, whirling pictures that go far beyond the
simple image mirroring of traditional kaleidoscopes.
First you use a joystick to draw simple or complex designs.
The design repeats in the four quadrants of the screen as y< m
draw. Then you begin the kaleidoscope and press any key for
a different special effect: rotating rainbows, color Hashes and
pulses, alternating patterns, graduated spectrums, a freeze-
frame effect, and a continuation of design development. You
can change colors at any time. A special design can be stored
and recalled later.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
OPTIONAL
Diskette(s) for storing designs
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 40K $17.95
APX-20213
HYDRAULIC PROGRAM (HYSYS): Fourteen
system calculations help you solve equations dealing with
hydraulic pumps, motors, and cylinders. REQUIRES: ATARI
BASIC Language Cartridge. OPTiONAL: ATARI printer or
equivalent printer.
ORDER INFORMATION
Media RAM Price Order No.
Diskette 32K $22.95 APX-20066
ISOPLETH MAP-MAKING PACKAGE: Draw
topographical contour maps with just altitude points, and the
computer connects all points with the same value. REQUIRES:
ATARI BASIC Language Cartridge. OPTIONAL: ATARI 82 S
printer or equivalent printer.
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32K
$22.95
APX-20103
TEXT FORMATTER (FORMS): With forms and
a cassette or diskette text editor, you can change line spacing
and length, left margin, and indentation without re-keying
text. REQUIRES: ATARI BASIC Language Cartridge; compatible
text editor; ATARI 825 printer or equivalent printer.
ORDER INFORMATION
Med ia RAM Price Order No.
Cassette 16K $24.95 APX- 1 0002
Diskette
24K $24.95 APX-20002
Learning
% r Unit;
Attack
Areata
EXCALIBUR
by Chris Crawford, Larry Summers,
and Valerie Atkinson
Recommended for ages 13 and up
Written in machine language
Use your wits and intuition to rule a kingdom.
In Camelot, young Arthur has begun his reign as king. After
more than 20 years of petty, bloody wars fought by upstarts
and pretenders, the united Britain his father once ruled has
been splintered into shards. Now Arthur, the rightful
monarch, has come to restore peace, order, and good gov-
ernment Armed only with his magic sword Excalibur, guided
only by his intuition and the spells of Merlin, he must weld
these tiny warring kingdoms into a great nation.
How does a monarch learn to govern? Could you learn to
rule a nation? EXCALIBUR offers you the chance. Its designers
(who include Chris Crawford, creater of the bestselling EAST-
ERN FRONT 1941) have built a world. To rule wisely, you
must use economics, diplomacy, magic, military strategy, even
the loyalties of friends and enemies, to reach your goals.
To heighten your sense of being in a 'real" world, you make
decisions based on judgment instead of set formulas of play.
I low you choose to rule shapes the structure of the game. To
help you understand the rich and complex world of Arthur,
the authors provide a brief manual that outlines the basics,
and a full-length novel written especially lor EXCALIBUR.
This is a game for the dedicated player.
You use your joystick to move from the Round Table room,
where loyalties ebb and flow, to the throne room, then to the
Treasury, where taxes are set and armies are raised, to Mer-
lin's lair. With his help, you can see into the locked treasuries
and minds of allies and foes. Or you can leave the castle and
travel across the map of Britain to do battle with your enem-
ies in the hope of making them your vassals.
REVIEW COMMENTS
The game is engrossing, and requires thought and percep-
tion.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 4<SK
$29.95
APX-20235
Learning
ADVANCED FINGERSPELLING
by Duane Bolster
Recommended for ages 5 and up
Written in BASIC
Sharpen skills of communication in
fingerspelling
ADVANCED FINGERSPELLING is an easy and fun way to im-
prove your ability to communicate through fingerspelling.
Not only is this useful in communicating with the deaf, but it
also can be used by others. In any environment where noise
can interrupt speech — from construction sites to sports like
football and sailing — fingerspelling is a convenient way to
convey information accurately.
This program leads you through different stages of learning
the language, from displaying signals on request or auto-
matically, to testing your proficiency. After you feel com-
petent enough, you can move to word and sentence construe
tion and comprehension. The computer keeps score of your
efforts, and displays them with bar graphs. With the diskette
version you can even add your own words and sentences to
the data file, or modify ones that already exist.
The author invites written questions and comments.
REVIEW COMMENTS
The disk storage and modification make this program more
advanced than FINGERSPELLING. Good animation makes it
user-friendly.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 32K
$24.95
APX-10227
Diskette 32K
$24.95
APX-20227
Pilot a plane through the musical notes
Off you go, into the wild blue yonder, piloting your own
plane through the musical notation of song after song. Each
note is represented by a balloon, and you're trying to pop
each balloon by flying through it. You have to use your joy-
stick to aim your plane higher or lower so you don't miss the
musical notes.
The program has four difficulty levels. On the higher levels,
you have to move faster and rely more on the sounds, anti-
cipating what notes are coming up and moving your plane up
or down before you get to them. As you learn to do this,
you're making progress in correlating the sounds of the song
with the notes on the screen. And learning that relationship is
what MUSICAL PILOT is all about!
The program keeps score for you, up to 1 ,000 points for
completing the game and becoming an Ace.
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
The colorful screen, with balloons and a pilot in his plane,
makes this a fun game for children to play, while they're
learning the written representations of sounds and determin-
ing higher and lower pitch. Use of the joystick makes this
game easy for children to play.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX- 10229
Diskette 32K $24.95 APX-20229
©
Learning
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PUZZLER
by Paul Lewandowski
Recommended for ages 5 and up
Written in BASIC
Work jigsaw puzzles on the screen
If you've ever tried to amuse a child on a rainy afternoon,
you know nothing works better than a jigsaw puzzle. With the
PUZZLER program and your ATARI Home Computer, you
don't have to spread out the pieces on your dining room
table, yet your child can work as many as 20 different brightly
colored puzzles. Don't be surprised if teenagers and parents
get involved in the game too!
The pictures are so charming and the puzzles are so absorb-
ing, children will spend hours playing with them. At the same
time, they're sharpening their skills of shape discrimination
and pattern organization.
A child can choose to see the completed puzzle before be-
ginning, or try to work it out from imagination. When he or
she begins solving the puzzle, a grid appears on the screen
with spaces for the puzzle pieces. The pieces are arranged
randomly below the grid. Using the joystick, he or she selects
a puzzle piece and directs it to the place in the grid where it
belongs. There's no penalty for making a mistake, but when
the picture is complete, the program displays the number of
moves that were made.
The author invites comments and questions by mail and tele-
phone.
REVIEW COMMENTS
This program offers a new dimension in puzzle solving.
Small children may view the picture they're try ing to create,
and more advanced players can solve the puzzle without dis-
playing the picture. Joystick use makes the program acces-
sible to young children.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32K
$24.95
APX-20230
RINGMASTER*
by Gregor Novak
Recommended for ages 6 and up
Written in machine language
Monkeys, elephants, and camels teach the
multiplication tables under the big top
Step right up to the circus! Watch the elephants and the
camels on parade as the music plays. Everyone's in a carnival
spirit — especially one rambunctious monkey. He's stealing
the show by scampering all around the big tent. He hops
onto the backs of the marching elephants or camels.
Using your Joystick Controller, you're the ringmaster — you
guide him where he wants to go, and you make sure he
jumps successfully. He'll make it if he always leaps onto the
back of an elephant or camel numbered with a multiple of
the number he started from at the bottom of the screen. He
makes his way through four rows of animals marching to and
fro, from the bottom of the screen to the top and back. He
has to pay attention to the music so he's in a safe place when
the tune ends. And he'd better not fall!
As you try higher levels of the game (up to the seventh), the
speed of the parade increases, and the length of the tune de-
creases. The monkey has to hop more nimbly, so you have to
think faster. At some of the levels, you can press a button for
help, and the program displays the multiples of the number
you're working on.
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
Elephants, camels, and circus music create an enjoyable
atmosphere for learning and practicing the multiplication
tables. The help option lets you study multiplication facts
before playing.
* RINGMASTER is a Trademark of Sagesofrware
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10234
Diskette 16K
$24.95
APX-20234
From the Editor
APX programs you might have missed
APX has two boards of review. One is made up of
permanent members of the APX staff. The other is
made up of you: our users. We re proud that many of
the APX product review forms you send us are rave re-
views. Theyre always a delight to read, and a little sur-
prising — everyone has the time and energy to com-
plain freely, but it takes a special effort to pay a com-
pliment.
Your positive response often tells us that an APX pro-
gram deserves special attention. This quarter, two pro-
grams have consistently won praise. The first, DATA
MANAGEMENT SYSTEM, a home management program
by Ronald and Lynn Marcuse (APX-20059), is ideally
suited for files of short records such as catalogs of rec-
ords, tapes, and books. If you're a collector with an
out-of-control collection, this program is for you.
Menus and prompts guide you through all data entry.
First you set up your file by entering file name, num-
ber of fields, field headings, maximum field value (up
to 30 characters), and type of editing you'll need on
each field. (You can select none, numeric, date, or
dollar edits.) You can store records as large as 140
characters.
Once you've set up your file, you can add, update, or
delete records. You can search your file on any field
(author, for example), or use any of the valid search
terms: less than or equal to; equal to; greater than or
equal to; and range.
You can display your search results on screen or print
them on your printer (up to 130 characters), and can
specify either complete or partial records. Last but not
least, you can use any field to sort your file, in either
ascending or descending order.
This is one program on which all our reviewers agree:
for a small data management system, the program is
flexible, fast, easy to use, and it prov ides a large data
base of entries. If you're not using your ATARI Home
Computer to get yourself organized and free up your
time, this program will provide a giant step in the right
direction.
The second program, MAPMAKER by Stephen W. Hall
(APX-20144), is a systems/telecommunications program
of special interest to players of the hugely popular
EASTERN FRONT 1941 and to designers of computer
simulation games. Are you ready to take the leap up
from player to designer? MAPMAKER is a great pro-
gramming tool! You can use it to create multiscreen
map displays that draw on the ATARI Computer s out-
standing multicolor, fine-scrolled redefined character
sets. The large display that can fit into a small amount
of computer memory is wonderful. On systems with at
least 40K of memory, 8K is available for display s of up
to 34 screens! On a 32K system, 4K is available for up
to 17 screens.
MAPMAKER acts as an easel. You try out different
shapes by displaying them on the screen. The fine
scrolling feature allows smooth movement from one
part of your map to another either by Joystick Con-
troller or by keyboard directional keys. The program
comes with a set of map elements, but you can create
and use your own. (A compatible editor is INSTEDIT,
available through APX.) When you complete a map, the
program saves your file on diskette.
Chris Crawford, designer of EASTERN FRONT 1941 and
one of the designers of EXCALIBUR, is a MAPMAKER
user. And those who know MAPMAKER agree that it's
easy to use. It may take some time to master, but your
results will show it s time well spent. If you're thinking
of creating a strategy 7 game, or want to draw great
maps, why re-invent the wheel? Save your time and
energy for the more creative parts of the fun!
In future issues, as space allows, we'll be looking at
other APX programs you're liked. Meanwhile, thanks
for writing, and keep those cards and letters coming in!
DATA MANAGEMENT SYSTEM
by Ronald and Lynn Marcuse
REQUIRES
ATARI BASIC LANGUAGE CARTRIDGE
OPTIONAL
ATARI 825 80-Column Printer or Epson MX-80 Printer
ORDER INFORMATION
Media RAM Price Order No.
Diskette 32K $24.95 APX-20059
MAPMAKER
by Stephen W. Hall
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
One ATARI Joystick Controller
INSTEDIT (APX-10060 or APX-20060) or other compat-
ible character set editor
ORDER INFORMATION
Media RAM Price O rder No.
Diskette 32K $24.95 APX-Toi 1 4
Learning
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MONKEY UP A TREE
by Joe Grande
Recommended for ages 4 and up
Written in BASIC
Grand Prise
Solve problems so the monkey can reach the
bananas
It's lunch time in the jungle and a little monkey has found a
tree with lots of ripe bananas. The only way the monkey can
climb the tree to reach the bananas is for you to sok e
arithmetic problems. Its up to you to help the monkey get its
lunch today.
Here's w hat you do. Each time an addition, subtraction, multi-
plication, or division problem appears below the tree, you
type the answ er. If you're right, the monkey can climb part
way up the tree. If you miss an answ er or take too much
time, the monkey slides down a bit, and the right answer
appears so you can study it. The monkey is very hungry today
and wants three bananas tor lunch, but he can grab just one
on each trip up the tree. Only you can help make a hungry
monkey happy (and win the game)!
MONKEY UP A TREE can be enjoyed by one or two players of
all ages, because each correct answer entered by a player
causes the difficulty level of that player's subsequent prob-
lems to change. The difficult} is determined by the speed and
accuracy of previous answers and is adjusted continually. This
handicapping feature means all family members should try
their best rather than adult players "going easy*' on children
and it means the game grows with a child's grow ing math
ability.
The author invites written questions and comments.
REVIEW COMMENTS
Reaching the bananas is an appealing goal for children. The
sliding monkey is an effective motivator. Sharing the key-
board may be a bit awkward at first for two young children.
Very small children should have an adult available for guid-
ance.
TYPO ATTACK
by David Buehler
Recommended for ages 8 and up
Written in machine language
Type the right key and hit the Typos!
Do you remember the boring drills and practices you en-
dured to increase your typing speed? Too bad TYPO ATTACK
wasn't around then. But it's not too late to enjoy this fast-
paced game for practicing locating keys on the keyboard and
for improving your touch-typing speed and skill. TYPO
ATTACK will appeal to beginning and professional typists
alike (and will probably convert non-typists, as well).
Your goal is to defend eight bases against animated typo
invaders falling directly overhead. Each base displays a key-
board character. To destroy a typo, you type the character
directly below it in a base, which sends up an energy bolt.
Pressing several keys at the same time won't help; you must
type only one character for the bolt to fire. After the first few
invasion waves, you have no time to search for the character
on the keyboard. You must rely on your touch skill. And to
add to the challenge, the characters in the bases change ran-
domly. The better you become at fending off the typos, the
faster they fall and the greater the selection of keys displayed
in the bases. If you wipe out one set of invaders, you auto-
matical ly face another of the game's eight kinds of typo invad-
ers. Each time a typo lands, it digs nearer to the base. When a
typo finally reaches a character in a base, the game ends.
TYPO ATTACK comes with nine skill levels. The higher levels
contain more typos per invasion, more keys displayed in the
character bases, and faster typo invaders. The program keeps
track of the high score as well as your current score.
The author invites written comments and questions.
REVIEW COMMENTS
What a great way to practice touch typing! This game is hard
to put down. The cute creatures, varied songs, and quick
action all add up to an engrossing game.
REQUIRES
ATARI BASIC Language Cartridge
REQUIRES
No required accessories.
ORDER INFORMATION
ORDER INFORMATION
Media RAM
Price
Order No.
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10165
Cassette 8K
$29.95
APX-10180
Diskette 24 K
$24.95
APX-20165
Diskette 16K
$29.95
APX-20180
Learning
TEASERS BY TOBBS
by Thomas C. OBrien
and Sunburst Communications
Recommended for ages 8 and up
Written in BASIC
Tell Tobbs how to solve math problems in a
puzzle grid
Hours of absorbing, challenging fun are in store when you
meet Tobbs and try to solve his "teasers" — puzzles in the
form of grids. The puzzle grids are made of three squares
across and three squares down. The symbol for addition or
multiplication appears in the upper left square, and the other
eight work together like a crossword puzzle to show sums or
products. At first some of the squares are blank. Tobbs hops
about asking what number should fit into each square, based
on the relationships among the numbers you can see. He
shows his delight when you give him the right number, but
he shakes his head firmly when you're wrong.
Hie program is based on the ideas of Jean Piaget, the father
of child developmental psychology'. At the easiest level, you
supply one-digit answers. But at the higher levels, not only
do the squares hold two-digit numbers, but you often have to
reason backwards, forwards, and sideways from the sum to
the numbers which add or multiply together. For very ad-
vanced players, some puzzles have more than one possible
answer. If things get too hard for you, Tobbs is always avail-
able to give you help. He calculates how many problems you
answered correctly at the end of each set of puzzles. Teach-
ers can use the program in the classroom, but parents can
also help their children improve their skills. Adults, too, will
be challenged by these puzzles!
The author invites questions and comments by telephone.
REVIEW COMMENTS
This program goes far beyond mere computation to tap
broad math skills, such as reversibility, a major factor in
intellectual development.
The user manual provides educational theory as well as in-
structions.
REQUIRES
ATARI BASIC Language Cartridge
PAL
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette
16K
$29.95 APX-2020T
CUBBYHOLES
by Dale Disharoon
Recommended for ages 5-12
Written in BASIC
An addition game for 1-2 players
If you're looking for a fresh approach to teaching addition,
your search is over. Youngsters will line up to play CUBBY-
HOLES! This one- or two-player game gives plenty of addition
practice, but players will be so absorbed in wielding their
Joystick Controllers and planning their strategy, they'll hardly
be aware they're sharpening their addition skills.
In the two-player version, you each work on separate but
identical 3-by-3 grids of one-digit numbers. Below the grid a
number between 6 and 18 is displayed. You can either select
this number yourself or you can opt for CUBBYHOLES to
choose it for you. You use a joystick to draw boxes around
sets of numbers such that each set adds up to the number
below the grid. You must use all the numbers in the grid,
and you may enclose each number in only one box. Each
grid has only one solution! Once you think you've solved the
puzzle, move to the middle of the grid and press the joy-
stick's trigger button. If you're wrong, CUBBYHOLES tells you
to try again. If you're right, you score a point and another
round begins. You can play as few as two rounds or as many
as twenty. In the one-player version, one grid is displayed,
and your goal is to complete every round successfully. CUB-
BYHOLES has more than five hundred puzzle combinations,
so line up the kids for fun and competition with an educa-
tional twist
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
CUBBYHOLES is a charming approach to teaching simple
arithmetic. The graphics, sound, and ingenuity add a new-
dimension to drill and practice programs.
CUBBYHOLES is a teacher s dream for increasing students'
concentration, analytical abilities, and math skills — all at the
same time. It s a great two-player game, but it's rather weak
as a one-player game.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller per player
PAL
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette
16K
$24.95 APX- 10101
Diskette
24K
$24.95 APX-20101
Learning
COUNTER*
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COUNTER
by Al Casper
Recommended for ages 3-8
Written in BASIC and machine language
An introduction to numbers in four languages
Young children will happily learn to count to fifteen with this
friendly introduction to numbers. Bright colors and happy-
sounds capture youngsters' attention and add to the fun of
counting exercises in English, French, German, or Spanish.
COUNTER has two parts. First, a number of five-legged Gorks
pop up on the screen. For each Gork, the Arabic numeral
and the word for the number in the selected language scroll
across the bottom of the screen and a chime counts the num-
ber of Gorks currently on the screen. In the second part,
COUNTER displays a random number of objects, such as sail-
boats or barns, and waits for the child to count them. He or
she can either use the space bar, Joystick Controller, or Pad-
dle Controller to count each object, or press a number key to
indicate the total number of objects. Each response changes
the screen's background color, and after each correct answer,
the screen turns green and a short melody plays. With one
keystroke, parents can check on a child's progress.
All four versions of COUNTER have six levels of difficulty*. As
the levels increase, permitted response time decreases and
the maximum number of objects displayed increases. COUN-
TER can also serve as an elementary vocabulary tutorial in
any of the program s four languages.
The author invites written questions and comments.
REVIEW COMMENTS
COUNTER has all the color, sound, and action needed to
captivate younger children. When ignored, the program slow -
ly cycles through its repertoire, enticing a child to come play
with it.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
A set of ATARI Paddle Controllers
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$29.95
APX-10148
Diskette 24K
$29.95
APX-20148
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LETTERMAN
by Ed Stewart and Ray Lyons
Recommended for ages 8 and up
Written in BASIC
A non-violent hangman for 1-2 players
Has it ever bothered you that a game as fun as hangman has
a violent underlying premise? Well, here's a variation on the
traditional paper-and-pencil, word-guessing game that re-
places a dismal outcome with lively animation, colorful
graphics, and amusing sound effects. The only object in dan-
ger is the apple on Letterman s head! You have six turns in
which to guess the secret word, one letter at a time. Either
the program or another player can choose the word. LETTER-
MAN contains nearly 400 words within three selectable dif-
ficulty levels. And when you've exhausted this list you can
continue to enjoy LETTERMAN because the user manual con-
tains easy-to-follow instructions for adding to (if you have
more than 16K of computer memory) or revising LETTER-
MAN 's list of words.
The cassette and the diskette versions differ slightly. Both ver-
sions work as described above. However, the diskette version
offers some added features. You can request hints if you get
stuck. You can also choose to play under a time limitation for
making each guess. And the program can keep track of as
many as nine players' turns and scores.
The authors invite comments by mail and telephone.
REVIEW COMMENTS
The graphics features and lively, friendly approach used in
every aspect of LETTERMAN make this program especially
appealing.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX- 10096
Diskette 32K
$24.95
APX-20096
Learning
MORSECODE MASTER
by James Bayless
Recommended for ages 8 and up
Written in BASIC
Learn and practice characters, words, and
sentences in Morse code
If you're an aspiring amateur radio operator, you know you
have to learn Morse code thoroughly before you can be
licensed. That used to mean hours of drudgery with charts of
dots and dashes. Somehow, no matter how long you prac-
ticed, the dots and dashes on the charts seemed completely
different from the beep sounds you heard when Morse code
was actually used. And learning characters one by one was no
way to prepare for the complete sentences you'd have to
decipher.
MORSECODE MASTER gives you a way to practice that's both
realistic and fun. You begin by typing the character ( letter,
number, or punctuation mark) you want to learn. The pro-
gram sounds the code for that character three times in long
and short beeps. When you're ready to practice, you can lis-
ten to characters chosen randomly and try to identify them.
Then you can practice with words. The program signals
whole words (from its repertoire of 400) and you type them
in response. If you don't recognize them, you can ask for the
answer.
Finally, you can practice with complete sentences as your
proficiency grows. This is the most accurate simulation of
what it's like to use Morse code. At any time, you can vary the
speed and pitch of the drills.
The author invites written comments and questions
REVIEW COMMENTS
Features like complete sentences and changeable speed and
tone make this the best teaching program of its kind.
The user manual features an appendix with a chart of Morse
code signals.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 24K
$29.95
APX-10211
EASY SCENE
MY SPELLING EASEL
by Al P. Casper
Recommended for ages 3-10
Written in BASIC and machine language
Paint landscapes in your computer by typing
letters and spelling words
Have you ever seen an artist set up an easel at the beach? It
doesn't take long before a crowd gathers. You can expect the
same thing to happen when you set up MY SPELLING EASEL
for children. The pictures they create are so captivating that
everyone wants to get into the act.
Each time a word appears at the bottom of the screen, the
child types one or more letters. The word might be "dog" or
"hills." A picture representing the word appears, until the
child has composed a whole fanciful landscape. And for fun,
he can easily change the colors of his picture. Children can
play this multilevel game with the keyboard or a Joystick
Controller. In the "easy scene," the child can press any letter
to add a picture to his landscape. The next level requires a
key of a letter in the word. The third level calls for each let-
ter of the word in any order, and the fourth calls for all the
letters in order. If nobody's playing, the program automati-
cally creates landscapes.
The author invites written questions and comments:
REVIEW COMMENTS
Al Casper, author of COUNTER, has come up with another
unique educational challenge for kids. Beginning readers will
love this program. Not only can a non-reader cause a picture
to be displayed by touching any key, but newly successful
readers can be challenged to type a whole word and display
its picture on the TV screen.
The user manual gives simple instructions and includes a
Quick Reference.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM Price
Order No.
Cassette 16K $29.95 APX- 10200
Learning
PLAYER 1 39
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NUMBER BLAST
by Richard Wiitala
Recommended for ages 6-16
Written in BASIC
A multiplication and addition game
for 1-2 players
Who doesn't like color, sound, and action to perk up tedious
memory drills? Here's a one- or two-player number drill
combining quick thinking with quick reflexes. In the two-
player version of NUMBER BLAST, you practice your multi-
plication and addition while working your joystick to ' blast
to the correct number more quickly than your opponent. But
be careful — incorrect answers cost you points. Depending
on the kind of number drill chosen, either the first to score
200 points or the player with the higher score at the end of a
set number of problems is the winner. In the one-player ver-
sion, you can practice your joy stick techniques and response
speed while blasting your way through the drills. You can
select a slow, medium, or fast joystick speed.
NUMBER BLAST offers practice in random addition problems
with numbers ranging from 1 to 20; addition tables from 1 to
9 with one number picked at random; and integer addition
problems with numbers ranging from - 20 to 20. It also of-
fers random multiplication problems with numbers ranging
from 1 to 12; multiplication tables from 1 to 9 with one num-
ber picked at random; and integer multiplication problems
with numbers ranging from - 12 to 12.
The author invites written questions and comments
REVIEW COMMENTS
The joystick aspect of NUMBER BLAST, which is quickly mas-
tered, makes this number drill fun for youngsters. The pro-
gram also uses color and sound to enliven the drills.
REQUIRES
ATARI BASIC Language Cartridge
A set of ATARI Joystick Controllers
ORDER INFORMATION
Media RAM Price Order No.
CIRCUIT LAB
by Mark Davids and Sheldon Leemon
Recommended for ages 14 and up
Written in BASIC
Build and test Direct Current electrical circuits
Here's an imaginative program that lets y ou build an elec-
trical circuit on your TV screen. If you plan everything right,
a light bulb snaps on to congratulate you! The program is
invaluable in school electronics and physics labs, but it's also
useful to anyone wanting to learn about electric circuits.
The program allows you to work with series, parallel, or
combination series/parallel circuit layouts. You use a joystick
to place switches, light bulbs, resistors, ammeters and
voltmeters in the circuit. After building the circuit, you close
the main switch and the circuit comes to life. The meters
show voltages and currents, and the bulbs even light. You'll
see how voltage, current, and resistance are related. If the
light bulb doesn't light up, you can redraw the circuit, or
replace the components.
If you're working on your own, and find that your circuit
needs modifying, the manual gives you plenty of help. It ex-
plains design theory in some detail, including the appropriate
laws of physics. Complete formulas and diagrams help you
test your circuit, calculate the effect of the values, and show
you how to do the calculations.
The authors invite written questions and comments.
REVIEW COMMENTS
Tested in high school physics and electronics classes, this
program makes electronics simple to understand, and pro-
vides interesting insights into physics principles.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joy stick Controller
ORDER INFORMATION
Media RAM Price Order No.
Diskette
32K
$24.95 APX-20215
Cassette
16K
117.95 APX- 10097
Learning
SPELLING GENIE, Rev. 2.0
by Dale Disharoon
Recommended for ages 5-14
Written in BASIC
Four one-player spelling games using preset lists
or your own
SPELLING GENIE has so much magic and whimsy that chil-
dren will want to play its four spelling games time and time
again. Now with Revision 2.0, you have the option of saving
your own word lists to a diskette or cassette. (There's also a
slow game, Tip Off.) Teachers and parents will welcome the
program s versatility. Along with nine predefined spelling
lists, SPELLING GENIE accommodates any spelling list chil-
dren need to practice.
SPELLING GENIE features four very different approaches to
mastering spelling skills. In Pop On, a word flashes briefly
and the child then types in the same word. In Mix Up, all the
letters of a word appear in random order and the child types
in the complete word. In Tip Off, a one-letter clue appears in
its proper place, then disappears and is replaced by a letter
in another position. SPELLING GENIE also has a tournament
option for playing all four games consecutively. In each exer-
cise, players can't go on to another word until typing the cur-
rent one correctly, but the program helps out in various ways
to avoid discouragement.
A child playing alone works against a countdown clock to
spell as many words as possible correctly. Two players can
compete against each other for the winning score. All games
are playable using the computer keyboard, or a Joystick Con-
troller, or a combination. Children can also print their spell-
ing lists for futrther study.
REVIEW COMMENTS
The four different games offer good reinforcement of word
recognition and spelling skills.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
One ATARI Joystick Controller per player
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price
Order No.
Cassette 16K $24.95
APX-10145
Diskette 24K $24.95 APX-20145
PRESIDENTS OF THE UNITED STATES
by Gary A Dacus
Recommended for ages 10 and up
Written in BASIC
One-player quizzes on U.S. presidents
Which president can women thank for giving them the vote?
If you can t name the man, then you need PRESIDENTS OF
THE UNITED STATES. This one-player quiz has two levels.
On the novice level, you select a name from four choices; on
the advanced level, you type in a president s first and last
name. Both levels give you clues. Study the clues carefully
because you have only one chance per question. The pro-
gram displays a running total of your correct answers as you
play and your final total at the end of the 40 questions. The
game remains a challenge because the clues change from
game to game. Oh yes, in case you've forgotten, Warren
Harding gave women the vote.
The author invites written questions and comments.
REVIEW COMMENTS
This straightforward quiz program is mostly text, using
graphics only for the initial display screen. The programming
routines used in the fill-in part let you use various forms of a
president s name.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 24K
$17.95
APX-10068
Diskette 32K
$17.95
APX-20068
SOFTLINE
VOLUMF5 " JULY-AUGUST 1983 $200
•iii-k-^-A-^. n t
The Best
Damn
Computer
Game
Magazine.
Softline doesn't fool around. We won't waste your time by trying to
explain spreadsheet programs, databases, word processing programs, or
such esoteric fare as elephant herd management software.
We're akin to the Kentucky Colonel. We stick to what we know best— fried
chicken and computer games.
Softline is a bimonthly, hands-on magazine packed with all the good
stuff you Atarians need to keep up with the fast-paced world of computer
games. Softline has reviews, news about the latest releases, tutorials on
creating game graphics and sounds on the Atari.
Each issue of Softline has tipson how to play the latest and the greatest
games. We have loads of contests and regularly give away games, cash, and
other surprises. We illuminate the gaming industry and poke fun at just
about everybody.
And each issue we compile the fiercely competitive High Scores section.
Proud of your best score on Zaxxon? Send it in to High Scores and you may
get your name in the magazine. Forget about being the champion of your local
gaming enclave— you could be the champion of the Western Hemisphere!
Go for it! Softline costs a mere $12 a year and is a must for anyone
seriously into computer games.
Okay, we really know zip about fried chicken. But we do have the best
damn computer game magazine in Kentucky or anywhere else.
SOFTLINE
Box 60
North Hollywood, CA 91603
ATARI® is a Registered Trademark of Atari, Inc.
Learning
PROGRAMS BY THE MINNESOTA
EDUCATIONAL COMPUTING
CONSORTIUM
The Minnesota Educational Computing Consortium (MECC)
assists users and educational member-systems in coordinating
and using computer resources through cooperative planning.
All MECC programs come with documentation prepared by
MECC, including materials for background and follow-up
activities.
These programs are not currently compatible with the ATARI
1200XL Home Computer.
The following requirements and order information apply to
each MECC program available through APX.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 16K
$29.95
see below
METRIC AND PROBLEM SOLVING
(APX-20138)
Minnesota Educational Computing Consortium
Recommended for grades 2-6
Written in BASIC
Use these seven programs to practice the metric system and
develop problem solving techniques:
• METRIC ESTIMATE — estimate line segments in
centimeters and millimeters.
• METRIC LENGTH — convert from one metric unit to
another.
• METRIC 21 — play a game of metric blackjack with the
computer.
• BAGELS — use clues logically to guess a randomly-selected
two- to four-digit number.
• HURKLE — play a game to learn to locate points on a
number line or learn the coordinate system.
• NUMBER — guess a number from logical clues.
• TAXMAN — play a game to learn factors and prime
numbers.
THE MARKET PLACE (APX-20162)
Minnesota Educational Computing Consortium
Recommended for grades 3-8
Written in BASIC
THE MARKET PLACE contains four simulations for teaching
basic economic concepts: finding the optimal price based on
sales, setting production levels, advertising budget, and
setting price to maximize income. The programs even display
financial reports.
• SELL APPLES — find the best price based on the number of
apples sold (it's different each time).
• SELL PLANTS — set a selling price, with certain fixed costs.
Then vary the advertising for five days to learn the best price
and the best use of advertising.
• SELL LEMONADE — up to six lemonade stand owners vary
their production and advertising costs for 15 days to
maximize profits.
• SELL BICYCLES — learn how pricing, advertising, and
production levels affect supply and demand by managing two
bicycle companies.
GEOGRAPHY (APX-20164)
Minnesota Educational Computing Consortium
Recommended for grades 4-10
Written in BASIC
The GEOGRAPHY diskette contains four programs for
practicing identifying names and locations of cities, states,
countries, and continents. Students select a geographical area,
and the program displays problems to answer. The programs
are: STATES, CAPITALS, CONTINENTS, and COUNTRIES.
EARTH SCIENCE (APX-20160)
Minnesota Educational Computing Consortium
Recommended for grades 5-12
Written in BASIC
The EARTH SCIENCE diskette contains five programs:
• EARTHQUAKES — locating epicenters, and solving
problems on primary and secondary waves, and lag time.
• MINERALS — identifying 29 minerals.
• SOLAR DISTANCE — understanding distance in space by
imaginary travel in different vehicles.
• URSA LESSON — studying star patterns in five northern
hemisphere constellations.
• URSA ROTATION — simulating patterns of rotation of
constellations on any day of the year.
OPTIONAL
One ATARI Joystick Controller
ELEMENTARY BIOLOGY (APX-20136)
Minnesota Educational Computing Consortium
Recommended for upper elementary-
junior high school levels
Written in BASIC
The ELEMENTARY BIOLOGY diskette contains three
programs:
• CIRCULATION examines circulation in a fish with a
two-chambered heart. Color graphics show a blood cell
moving throughout the circulatory system.
• ODELL LAKE focuses on ecological concepts in a lake.
Students role play a fish trying to survive encounters with
other fish and organisms.
• ODELL WOODS teaches ecological concepts, using the
example of a North American animal who makes the
decisions necessary to survive.
PREFIXES (APX-20163)
Minnesota Educational Computing Consortium
Recommended for grades 3-6
Written in BASIC
PREFIXES contains seven programs highlighting the common
prefixes "un", "re", "dis", "pre", and "in". The first part of
each lesson defines the concept of a prefix and the definition
of the prefix being studied, with examples and graphics to
clarify the meaning. The second part is an exercise to
reinforce the concepts just presented (for example,
completing sentences with the appropriate word plus prefix).
Two games encourage students to review the material. Since
the program selects questions randomly, students can repeat
practices without repeating the same sequence of problems.
Learning
INSTRUCTIONAL COMPUTING
DEMONSTRATION (APX-20137)
Minnesota Educational Computing Consortium
Recommended for teachers
Written in BASIC
The INSTRUCTIONAL COMPUTING DEMONSTRATION
highlights some techniques used in MECC programs, such as
drill and practice, simulation, educational games, problem
solving and demonstration tools. The six programs feature
skills used in different school subjects: RHYTHM is a music
drill; BASE TEN reinforces multiplication skills; EARTH-
QUAKES is a science simulation; WORDS is a word game
similar to Concentration; SLOPE demonstrates the concepts of
slope and intercept; and LEMONADE is a social studies
decision-making simulation.
OPTIONAL
One ATARI Joystick Controller
MUSIC I — TERMS AND NOTATIONS
(APX-20139)
Minnesota Educational Computing Consortium
Recommended for grades 5-10
Written in BASIC
This set of programs is the first of three diskettes focusing on
music theory drill and practice. Students choose the level of
difficulty that's appropriate for them. The program keeps
track of the problems answered correctly and selects
subsequent problems from ones the student hasn't tried or
has answered incorrectly. The programs are: NOTE TYPES,
NAME THE NOTE, KEY SIGNATURES, TERMS, and
ENHARMONTCS.
MUSIC II — RHYTHM & PITCH
(APX-20172)
Minnesota Educational Computing Consortium
Recommended for grades 5-10
Written in BASIC
This is the second in a series of diskettes for music theory
drill and practice. It contains the follow ing programs:
• COUNTING drills time signatures, note and rest type, and
counting.
• AURAL INTERVALS and VISUAL INTERVALS gives practice in
recognizing intervals by ear and sight.
• WRONG NOTE compares w ritten and performed pitch
patterns.
• MISSING NOTE provides drill in elementary melodic
dictation.
• RHYTHM teaches comparison of w ritten and performed
rhythm patterns.
• RHYTHM PLAY trains in performing rhythm patterns.
Please note. MECC programs are
usable only with those ATARI 810 Disk
Drives having a data separator circuit.
Drives with a blue DS sticker on the
disk drive carton have this circuit.
MUSIC III — SCALES & CHORDS
(APX-20161)
Minnesota Educational Computing Consortium
Recommended for grades 3-10
Written in BASIC
This is the third diskette in a series for music theory drill and
practice. The programs provide aural practice in recognizing
musical tones:
• WHOLE-HALF — the computer plays a series of pitches, and
the student determines the whole steps and half steps.
• FIND THE HALF — the computer plays a series of pitches,
and the student selects between which two pitches a half-step
interval occurred.
• TRIADS — identify arpeggiated major, minor, augmented,
and diminished triads.
• SCALES — identify major scales, three minor scales, and
four modes.
• SEVENTHS — identify major, minor, dominant, half
diminished, and full diminished seventh chords.
ATLAS OF CANADA quizzes you on the prov inces,
capitals, and landmarks of Canada, using an outline map on
the screen. REQUIRES: ATARI BASIC Language Cartridge.
ORDER INFORMATION
Media
RAM
Price
Order No.
Cassette
16K
$24.95
APX- 10093
Diskette
32K
$24.95
APX-20093
TEXT ANALYST, Rev. 2, analyzes the reading level
of a text file based on the Dale-Chall Readability Formula.
Rev. 1 lets you analyze several files in sequence and specify
the size of the sample. REQUIRES: ATARI BASIC Language
Cartridge.
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 40K
$17.95
APX-20142
FROGMASTER is a last-moving competitive game lor
one to four players that teaches the use of conditioning to
train animals. The computer simulates a primitive brain.
REQUIRES: ATARI BASIC Language Cartridge. One ATARI
Joystick Controller per player.
ORDER INFORMATION
Media RAM Price Order No.
Diskette 24K 524.95 APX-20131
HICKORY DICKORY teaches children to tell time by
a traditional clock, and to convert the information to digital
time. REQUIRES: ATARI BASIC Language Cartridge.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $17.95 APX-10071
Diskette 2-tK $17.95 APX-20071
The quarterly
APX contest
All programs accepted by APX by
the deadlines noted below auto-
matically become contestants in
that quarter's judging. First, sec-
ond, and third prize winners in
each of four categories receive
ATARI hardware and software
products (including APX products)
as prizes. The Consumer category
has larger prize values, reflecting
our commitment to the home com-
puter user. The categories (we've
revised some of these titles for
clarity and brevity) and their prize
values are*:
1 Consumer (Entertainment
and Personal Development)
1st prize $3,000
2nd prize $2,000
3rd prize $1,000
2 Home Management
3 Learning
4 Systems/Telecommunications
1st prize $2,000
2nd prize $1,500
3rd prize $ 750
Programs accepted by APX on or
before October 1, 1983 will be eli-
gible for the 1983 grand prize —
$25,000 in cash!
To request an APX Program Sub-
mission Packet, containing com-
plete instructions for submitting
programs, write or call APX.
*Based on manufacturers sug-
gested retail prices.
Contest rules
1. Only programs accepted by APX
are eligible for the contest.
2. A program is eligible for the
prizes in the category in which it is
accepted. Atari determines this category.
3. A program is eligible for the
quarterly prizes awarded in the
quarter in which it is first accepted
and for the grand prize of the con-
test year in which the quarter falls.
4. A program qualifies only once for
a quarterly prize and once for a
grand prize. Revisions and
improvements do not qualify a pro-
gram for another prize in this con-
test.
5. A program is judged on a variety
of factors by a panel of judges
selected by Atari. The judges con-
sider a program's
• User interface and
overall design
• Originality
• Ease of use
• Implementation
• Documentation
• Interest level
6. Atari employees and their
families are not eligible for the
contest.
7. Atari pays for shipping prizes
anywhere within the United States.
Foreign winners are responsible for
any additional shipping charges.
8. The decisions of the judges are
final.
9. This contest is void where pro-
hibited by law.
1984 closing dates
The dates by which a program
must be accepted for a contest
judging are as follows:
Date Contest
January 3 Spring contest
April 1 Summer contest
July 1 Fall contest
October 3 Winter contest
and 1984 grand prize
APX: Programs by our
users . . . for our users
Two years ago, Atari, Inc., created the
ATARI Program Exchange to man-
ufacture, distribute, and promote pro-
grams written by consumers for ATARI
Home Computers.
Since then, APX (pronounced "apex")
has grown by leaps and bounds. Today
we offer a wide range of useful and
imaginative programs tailored to your
needs and interests. And that's what
makes APX programs so popular: they
were designed by people like you
with your needs in mind.
Hundreds of programs arrive at APX
each quarter in the hope of being
picked for distribution by APX. To en-
courage users to send us submissions,
and to help keep our quality high,
new products compete for prizes in
our quarterly contest, and an annual
grand prize of $25,000 in cash is
awarded to the program judged best
of the year. Any program accepted by
APX, prizewinner or not, brings its au-
thor royalty payments based on sales.
Each program submitted undergoes a
multilevel review. First it must pass a
set of checkpoints. We check for such
things as completion of all necessary
paperwork, correct copyright notice
display, verification of specified mini-
mum computer memory, and so on.
Next we consider how well a pro-
gram's content relates to its APX cate-
gory. For example, in educational pro-
grams, all answers entered by the user
must result in a meaningful and
appropriate response from the pro-
gram: positive responses must be
clearly positive; negative responses
must be clear but not discouraging. As
part of the content check, we test all
transfer of files to and from data bases.
This means the author must provide
sample data files with the program.
When a program passes both these in-
itial checks, it goes before the APX Re-
view Board. When the board gives a
program its okay, it qualifies for
acceptance in the next edition of the
APX Catalog. If the program shows
promise but is not yet up to the APX
standard, the author receives a de-
tailed letter outlining changes that
could be made to improve the pro-
gram. If the author makes these im-
provements, the board can re-evaluate
the program. Programs that do not
pass the board's review receive a stan-
dard rejection letter.
If you are interested in submitting
your program to APX, use the form in
this catalog to request an APX Program
Submission Package, which includes
information for both domestic and in-
ternational authors. Or you can call
the APX toll free numbers: 800/538-
1862 (outside California, but in the
continental U.S.) or 800/672-1850
(within California). Or write to us at
P.O. Box 3705, Santa Clara, CA 95055.
We look forward to hearing from you!
34
Order Form
Please read all the ordering information
before filling out this form
APX
ATARI®
Program
Exchange
Name.
Address .
City
State/Country _
Phone ( ) .
Zip Code .
Please indicate the amount
of RAM you have
K
(alternate shipment method if UPS does not deliver in your area)
Qty
Order Number
Description
Price Each
Total Each
APX
APX
APX
APX
APX
APX
APX
APX
APX
APX 9 0 0 0 9
APX Product Catalog, fall 1983 edition
$2.00
ATARI PROGRAM EXCHANGE
P.O. BOX 3705
SANTA CLARA, CA 95055
Subtotal of all items ordered
California residents add 6.5% sales tax
Shipping & handling charge
TOTAL
Send all orders
to this address
Toll-free numbers for
credit card orders
Within California 800/672-1850
Elsewhere in Continental U SA
800/538-1862
Or call direct at 408/727-5603
$2.50
Payment —
□ Check/Money Order
□ VISA
□ MasterCard
Interbank No:
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$10.00, plus
shipping and
handling
Credit card account no.
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Signature (as appears on card)
Program Submission Packet
Request Form
Fill out this request form to obtain complete in-
formation on submitting programs to APX.
Name
Address .
City
State/Country
Zip Code
Phone ( ) .
Computer background:
None
Computer user/hobbyist
Have not used ATARI Computers
ATARI Computer user
Professional microcomputer software devel-
oper (have ads in trade journals and/or
existing products
Have not used ATARI Computers
ATARI Computer user
. Other (please specify):
Area(s) of interest for writing software for ATARI
Computers:
Learning
EASYGRADER, REV. 1.1
by Dan Hale of A. D. Enterprises
Recommended for teachers & school administrators
Written in BASIC
EASYGRADER helps reduce the effort needed to organize and
produce class records. You can store student grades, compute
averages, assign final grades, produce statistics, and print re-
ports with this comprehensive package.
You indicate class size, number of assignments, lengths of
student and assignment names, and specify your own grading
standards (either curve or standard percentage grading). Add
or delete student records, or skip students excused from an
assignment. Then print final grade reports, class average sta-
tistics, and a frequency plot of final grades. Rev. 1.1 has more
color and a new menu. Design changes make it easier to use.
REQUIRES
ATARI BASIC Language Cartridge
DOS 2-formatted diskette(s) for storing data
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price Order No.
Diskette 40K $24.95 APX-20152
FLAGS OF EUROPE
by Gary A. Dacus
Recommended for ages 8 and up
Written in BASIC and machine language
FLAGS OF EUROPE is a colorful program that can help you
quickly become an expert at recognizing European flags.
Select from two kinds of quizzes for identifying each illus-
trated flag: multiple choice quizzes and the more challenging
fill-in-the-blank quizzes. The program helps out with clues in
response to incorrect answers, then waits for another guess.
Correct answers are rewarded with a few bars of the coun-
try's national anthem or a native song.
FLAGS OF EUROPE remains a challenge after repeated use,
since the order in which the flags appear varies from one
session to the next, as does the selection of responses in the
multiple choice quizzes. See how long it takes you to be-
come a European flag wizard!
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 40K
$24.95
APX-20149
WORDMAKER
by Dale Disharoon
Recommended for ages 6 and up
Written in BASIC
WORDMAKER is a competitive game for people of all ages
who enjoy words and reading. It's an effective practice tool
for students. The more you play, the better you get.
One or two players use Joystick Controllers to make three- or
four-letter words. In a two-player game, you race against time
to fill your side of the screen with more words than your op-
ponent. At the end of the game, the winner's name appears.
Now you can either reuse all the words in the next game, or
delete those words. (If you delete them, the game gets har-
der because you must think of different words.) In a one-
player game, you try to surpass your own best score.
WORDMAKER's printout option lets you study your words af-
ter the game.
REQUIRES
ATARI BASIC Language Cartridge
One or two ATARI Joystick Controllers
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price
Order No.
Cassette 32K $24.95
APX-10099
Diskette 40K $24.95
APX-20099
WORD SEARCH GENERATOR
by Max Mulliner
Recommended for ages 6 and up
Written in BASIC
Teachers, students, and word lovers will all enjoy this com-
bination teacher s aid and game. Use WORD SEARCH GENER-
ATOR'S two sample word lists, or create your own to tailor a
one- or two-player game to a specific list of up to 30 words.
Your objective is to locate words hidden in a grid of letters.
The program has a wide array of options: you can change the
word list, the size of the grid, and the time limit. You can
print the grids and solution keys for them.
REQUIRES
ATARI BASIC Language Cartridge
One Joystick Controller per player
OPTIONAL
ATARI 825 80-Column Printer
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 24K
$24.95
APX-20140
39
Learning
I'M DIFFERENT!
by Kathleen and Philip Bergh
Recommended for ages 3-7
Written in PILOT and machine language &%+oC&*t£\
THE MIDAS TOUCH
by Duane Bolster
Recommended for ages 8 and up
Written in BASIC
I'M DIFFERENT! is our first ATARI PILOT program. Designed
by an experienced teacher and a professional programmer,
it's one preschoolers are sure to enjoy. The program intro-
duces the concepts of "same" and "different'' in an enter-
taining, noncompetitive game that doesn't keep score and has
no time limit. With the Joystick Controller (in right-handed or
left-handed position), a child guides an invisible turtle to the
general area of the graphic design that differs from three oth-
ers displayed on the screen. The turtle leaves a trail wherever
he goes. Correct responses cause flashing colors and a merry
tune.
Five graphics choices range from differences in color or
shape only, to classifying objects. I'M DIFFERENT! can help
children learn hand-eye coordination, observation, classifica-
tion, concentration, and other essential readiness skills.
REQUIRES
ATARI PILOT Language Cartridge (CXL4018)
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 32K $24.95
APX-20183
THE MAGIC MELODY BOX
by W. Wes Horlacher
Recommended for ages 3 and up
Written in BASIC
THE MAGIC MELODY BOX is a &St, easy, and fun way to in-
troduce young and old to music composition. Use a Joystick
Controller to select one of twelve rhythm patterns, and then
draw a melody line in the magic box. As you draw, the notes
play, and you can back up and redraw your melody at any-
time. Then the program uses your melody line and rhythm
selection to compose about a minute of harmonized music in
a popular song format.
This music program doesn't use traditional musical notations,
such as measures, notes, and clefs. Instead, it relies on sim-
pler abstract concepts like graphics, balance, and themes. It
doesn't teach how to read or play music; rather it teaches
how to create music.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$1-95
APX-10182
Diskette 24K
$17.95
APX-20182
THE MIDAS TOUCH won't turn ev en thing to gold, but this
competitive word game provides hours of fun and thinking.
You can select a game for as many as four players, and you
can choose between two difficulty levels. Your objective is to
fill in the blanks on the screen to guess a phrase. You take
your chances by spinning a roulette wheel, but you also have
to think fast to come up with letters in a time limit. You win
dollar values for your answers by turning the letter into a
mineral (gold, silver, oil, or rock). At the end, the winner
keeps his winnings, while everyone else's score turns to zero.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 32K
$17.95
APX-10115
Diskette 32K
$17.95
APX-20T15
MUSICAL COMPUTER-THE MUSIC TUTOR
by Computer Applications Tomorrow
Recommended for ages 6 and up
Written in BASIC
MUSICAL COMPUTER— THE MUSIC TUTOR appeals to the
untapped musician in all of us. Good graphics, a catchy tunc,
and simple explanations make this program an excellent edu-
cational tool for all ages — even young children.
MUSICAL COMPUTER gives you an overview of the mechanics
of music. You quickly learn about musical symbols, treble
and bass clefs, rhythm, and sharps and flats. You also learn
the names of every musical note through simple phrases
(such as "FACE" for some of the notes in the treble clef). You
see how musicians read music by counting notes — whole,
half, quarter, and eighth — and the rests in between. You
even have time built-in to practice, practice, practice!
REQUIRES
ATARI Basic Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 40K
$17.95
APX-20098
40
ALGICALC*
by The Soft Warehouse
Recommended for ages 14 and up
Written in BASIC
ALGICALC gives you a quick way to perform operations in
sy mbolic algebra and calculus. It's easy to use, and it has help
screens you can display while using the program. To perform
an operation, you type an expression, and the program then
expands it, factors it, or differentiates it, as you request. After
the result is displayed, you can enter another expression. In
addition, you can assign the results to variables for use in la-
ter expressions, letting you perform a sequence of related
operations.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 24K
$24.95
APX-10126
Diskette 32K
$24.95
APX-20126
•ALGICALC is a trademark of The Soft Warehouse.
POLYCALC*
by The Soft Warehouse
Recommended for ages 14 and up
Written in BASIC
POLYCALC is a computational tool for performing symbolic
algebra and calculus operations. It differs from ALGICALC in
that it supports polynomials that are generalized to permit
fractional and negative powers of variables, and the program
can use many unassigned variables, whereas ALGICALC can
use only one. However, POLYCALC is essentially a polynomial
system rather than a rational expression system. The program
is invaluable to professionals as well as students and teachers
of algebra and calculus.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM Price
Order No.
Cassette 24K $24.95
APX-10127
Diskette 32K $24.95
APX-20127
'POLYCALC is a trademark of The Soft Warehouse.
CALCULUS DEMON*
by The Soft Warehouse
Recommended for ages 16 and up
Written in BASIC
CALCULUS DEMON (third in the series that includes ALGI-
CALC and POLYCALC) provides a comprehensive tool for
automatically deriving symbolic partial derivatives and in-
definite integrals of expressions. It's best at calculus, although
it contains some algebraic capabilities. It also offers some
trigonometric, logarithmic, and exponential simplification. In
contrast, ALGICALC and POLYCALC are better at algebra.
The program provides automatic and optional mathematical
transformations to simplify results or aid integration. Unlike
most programming languages, which can evaluate an expres-
sion only if all variables have numeric values, CALCULUS DE-
MON can do true non-numeric operations.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 32K
$24.95
APX-10155
Diskette 40K
$24.95
APX-20155
♦CALCULUS DEMON is a trademark of The Soft Warehouse.
THREE R MATH CLASSROOM KIT
by Dan Rohr
Recommended for educators (for grades K-8)
Written in BASIC
THREE R MATH CLASSROOM KIT is a comprehensive pack-
age of three programs:
• A system students can use to drill on addition, subtraction,
multiplication, and division problems on 101 difficulty levels;
• A worksheet printing program for practice drills (with or
without answers);
• A gradebook record-keeping program for individual stu-
dents and whole classes.
If you've looked at programs like this one, you're probably
surprised at the low price for all the features available. But
the decimal point is in the right place!
REQUIRES
ATARI BASIC Language Cartridge
ATARI 825 80-column Printer or Epson MX-80 Printer
Diskettes for storing records
ORDER INFORMATION
Media RAM Price Order No.
Diskette
40K
$49.95 APX-20203
41
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THREE R MATH HOME SYSTEM
by Dan Rohr
Recommended for ages 5-13
Written in BASIC
Bring the widely acclaimed Three R Math System
into the home
OPTIONAL
ATARI 825 80-Column Printer or Epson MX-80 Printer
ORDER INFORMATION
Media RAM Price Order No.
Diskette 40K $24.95 APX-20208
VIDEO MATH FLASH CARDS drills math
problems in the familiar flash card format. Work to increase
speed and earn rankings like Math Wiz! REQUIRES: ATARI
BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$17.95
APX-10048
Diskette 24K
$17.95
APX-20048
ESCAPE TO EQUATUS: Help the desperate
Mathemen escape from a hostile planet and return to the
safety of their robot ship — only your arithmetic skills can
save them! REQUIRES: ATARI BASIC Language Cartridge, One
ATARI Joystick Controller.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 24K $24.95 APX-10190
Diskette 24K $24.95 APX-20190
MATH MISSION teaches computational skills in an
exciting space game. Refuel a spaceship rocketing across the
screen by supplying correct answers to math problems.
REQUIRES: ATARI BASIC Language Cartridge. OPTIONAL: One
ATARI Joystick Controller.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $24.95 APX-10193
Diskette 24K $24.95 APX-20193
MATH*UFO: Can an exciting arcade game improve your
arithmetic? Position your guns beside the correct answers to
math drills, and then fire at the invading UFO s. REQUIRES:
ATARI BASIC Language Cartridge, One ATARI Joystick
Controller per player.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 24K $24.95 APX-10151
Diskette 32K $24.95 APX-20151
MATHEMATIC-TAC-TOE : Sharpen your
computation skills! Choose from 15 difficulty levels, set a time
limit, then place an X or an O in the boxes with correct
problem answers. REQUIRES: ATARI BASIC Language
Cartridge.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $17.95 APX- 10082
Parents whose children are using THREE R MATH CLASS-
ROOM KIT in school tell us they're impressed. The program
gives their children work on the precise level they need, it
analyzes their progress in detail, it holds their interest with
its novel approach, and it encourages them to keep trying.
Because of its success in the classroom, an easy-to-use, one-
disk version, which omits the grade book feature, was created
for home use.
It offers all the same lively (but educationally sound) drills
and analyses of the classroom system for the home. Not only
does the program give children as much time as they want to
practice, but it is also an ideal way for parents and children
to work cooperatively.
Parents select one of 101 skill levels of addition, subtraction,
multiplication, and division, and incorporate it into a five-
letter password specifying the speed, number of problems
per assignment, and total time allowed. The child has only to
type his name and the password, and the drills begin. The
program congratulates and encourages him as he works, and
then summarizes his results. It's easy to print a complete an-
alysis of his progress along with extra problems. Worksheets
can be printed on any of the 101 levels to supplement the
drills on the screen. Answer keys are also available.
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
The user manual includes a complete guide to the 101 dif-
ficulty levels. It also suggests ways parents can help their chil-
dren use the program most effectively.
REQUIRES
ATARI BASIC Language Cartridge
Diskette
24K $17.95 APX-20082
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PUNCTUATION PUT-ON
by John D. Perron
Recommended for ages 8-14
Written in BASIC
Practice punctuation in dialogue, narrative,
and poetry
Writers use punctuation to express the pauses, gestures, and
emotional content of speech. But when children learn to
punctuate, they often have to study arbitrary rules, and they
apply the rules to lists of sentences that don't appear in any
natural context. Eventually they find that real writers bend
those rules to express themselves. PUNCTUATION PUT-ON
puts the student in the place of the writer, making judgments
about what punctuation marks enhance the program's dia-
logue, narrative, and poetry selections.
The program drills the use of the exclamation point, quota-
tion marks, colon, semicolon, question mark, apostrophe,
comma, and period. Young children might not know how to
type all these punctuaton marks, so there's a special section
for them. When they're ready to tackle the program s "stor-
ies'' section, they choose a short anecdote, a poem, or a dia-
logue. The program displays the selection with all the
punctuation marks intact, and then replaces one mark with a
flashing cursor. The child types in the mark belonging in that
place. The program congratulates him, often using his name.
If he makes a mistake, he sees the correct answer, and he can
try again. Children can see how many marks they got right
out of how many tries. They can even see how many errors
they made on each punctuation mark.
The manual discusses the theory behind the program and
contains suggestions for determining the appropriate level for
each child using the program.
The author invites written questions and comments.
REVIEW COMMENTS
The program teaches punctuation in an enjoyable, contextual
environment. It's limited to five writing selections, and it
doesn't detect examples having more than one acceptable
answer.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32K
$24.95
APX-20205
WORDGO
by Greg L. Thrush and Marian Dillashaw
Recommended for ages 8 and up
Written in BASIC
Build word skills by blending letter
combinations on a game board
Scholars tell us that English has one of the richest vocabular-
ies of any language, because it has borrowed words and
expressions from so many cultures. This is a great advantage
for poets, but it makes it hard for children to build their lan-
guage skills. They have to learn a wide variety of words and a
system of spelling that doesn't seem to make sense. Tradi-
tionally, the only way to build vocabulary and spelling skills
was by rote memory work.
Now there's a captivating game, WORDGO, that sharpens
these essential skills. You choose one of two difficulty levels,
and a grid of sixteen boxes containing word endings (such as
"ank" or "ick") appears below one blend of initial con-
sonants (such as "th"). Using your Joystick Controller, you
position the cursor over one of the endings (' ank", for ex-
ample) to form a word with the initial consonants above. If
your choice forms a word ("thank"), that box is outlined, and
you try again with a new word beginning. When you outline
four boxes in a line (vertically, horizontally, or diagonally),
you're rewarded. The more words you make, and the faster
you work, the more points you score. You can compete
against your own high score, or against your opponent's high
score. You can multiply your score with double and triple in-
tersecting lines.
If you try to create words you're not sure of, you might sur-
prise yourself by making a word that really exists. If you do,
you can request a definition of the word you've made (not
always the most ordinary definition!).
The authors invite comments and questions by mail and tele-
phone.
REVIEW COMMENTS
WORDGO is a fun way to build up vocabulary; some of the
words and definitions are surprising. Joystick use makes it
easy for a child to play.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller per player
ORDER INFORMATION
Media RAM Price Order No.
Diskette
40K $24.95 APX-20212
Learning
STARWARE
by Harry Koons and Art Prag
Recommended for ages 14 and up
Written in BASIC
Sky map generator and constellation quiz
City lights, cloudy skies, and pollution needn't prevent you
from stargazing. With STARWARE you can explore the
heavens by way of your ATARI Home Computer. STARWARE
displays the stars on your TV screen with the brilliance nor-
mally seen only by astronomers at remote mountaintop
observatories. Its 900 star coordinates accurately locate all the
constellations in both hemispheres. You can display high-
resolution diagrams of each constellation and maps of the
heavens visible from your home (or any other location) at
any date and time this century, down to the second. Even the
bright planets, sun, and moon are accurately located with re-
spect to the stars. STARWARE takes about 4V> minutes to
generate a complete high-resolution map.
The program prompts you for the necessary information,
such as longitude, latitude, and time zone, to draw your re-
quested map. You can look at a map in two ways — first with
only the stars and then with the constellations outlined. STAR-
WARE has beginner and advanced quizzes for testing your
progress in learning to identify the program s 66 constel-
lations.
The program also has handy features for telescope owners. It
quickly calculates Local Sidereal Time (a time related to
stars), letting you easily set the hour circle on your telescope.
A "finder" option lets you specify the Right Ascension and
Declination of the center of the map and the size of the field
of view. This information is useful for locating objects in
astronomy books and comets as they're discovered 1 Kappy
stargazing!
The authors invite written questions and comments.
REVIEW COMMENTS
With good program design and human engineering, STAR-
WARE makes excellent use of tine ATARI Computer's high-
resolution graphics. Even novice astronomers will enjoy
STARWARE.
REQUIRES
ATARI BASIC Language Cartridge
PAL
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 40K $24.95
APX-2011
1
MAPWARE
by Harry Koons and Art Prag
Recommended for teenagers-adults
Written in BASIC
Create and store high-resolution world maps
With the MAPWARE programs you can create a w ide variety of
high-resolution world maps, store your maps, and display
them whenever you like. MAPWARE contains nearly 9000
pairs of geographic coordinates for locating main land masses
and islands on Earth. These maps are useful for such applica-
tions as games and simulations, tracking satellites, pointing
amateur radio antennas, and teaching geography and
cartography. The menu-driven programs create and display
maps in four different projections: cylindrical ( rectangular
equal-spaced), orthographic equatorial, azimuthal equidistant,
and general perspective (global ). Try drawing a world map as
you would see it from any distance above your hometown.
The map creation program prompts you for the data needed,
such as the longitudinal and latitudinal endpoints of your
map.
MAPWARE comes on two diskettes — one containing the pro-
grams to display and create maps and one containing the
coordinate data. You also need a blank formatted diskette for
storing data for the maps you create. MAPWARE comes w ith
five sample maps.
The authors invite written questions and comments
REVIEW COMMENTS
The maps look quite realistic; the amount of detail is
impressive. The authors put a lot of work into MAPWARE.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 40K $24.95
APX-20055
GET PROFESSIONAL HELP
FOP YOUR OBSESSION:
ELECTRONIC FUN WITH
COMPUTERS <k GAMES
SUBSCRIBE NOW AND SAVE!
It's the video game magazine you can believe in.
Because it's just as hyper about hi-tech as you are.
And it's put out by Video Review. So you know it's
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(Whew) EF for short.
EF helps you pick the games and pick the
brains of the guys who create them.
EFgives you software secrets for super scores
and helps you outmaneuver the most fiendish
electronic adversaries.
EF lets you interface with the hottest arcade
wizards and joystick generals, and pick up tips and
hard-won strategies for success.
And, EF reviews, previews and rates all the
games— arcade, cartridge, and computer— so you
don't waste your wallet on the dogs.
Most of all, EF understands and shares your
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Try a little professional help. Make an appoint-
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Entertainment
ION ROADWAY
by Jim Sommers
Recommended for ages 6 and up
Written in machine language
This endurance race requires lightning reflexes!
"You, Zarg, foremost landracer in the star system Altheta, are
about to face the greatest challenge of your life: to represent
Altheta in the Galactic Robot Races. Five I-Cars, each equip-
ped with the most advanced ion energy conveners known,
are available for your use. You know the stakes: if you win,
you will be set free to race again. If you lose, you and all
memory of you will be erased from every mind in the star
system. Now, go! Attempt, if you dare!"
You alone must master the joystick control of the I-Car — de-
cide when to gain points by spinning out, navigate past four
lethal configurations of robot cars, and never miss a chance
to refuel at an energy platform.
At the same time, you must check your control panel when
changing speeds (four forward, one reverse), monitor your
energy level, check the distance to the next energy platform,
and keep count of the number of cars you have left.
Do all this as the racetrack scrolls diagonally across your
screen, as you avoid the robot cars swerving and darting
around you, as you try with all your will to steer clear of a
crash that will atomize your I-Car and leave only a mushroom
cloud on the track.
Attempt, if you dare!
REVIEW COMMENTS
Top-quality sound and visual effects and fast action make ION
ROADWAY a white-knuckle game.
SPACE WAR
by Jay R. Jaeger
Recommended for ages 6 and up
Written in assembly language
Two-player galactic shoot-out
The galaxy can't live in peace until you've vanquished the
enemy space ship that threatens to dominate your solar sys-
tem. You maneuver around the sun, using gravitational waves
to propel your rocket fighter into an advantageous position.
But watch out, because the enemy lurks, waiting for you to
become a prisoner of the sun's gravity and a sitting duck for
his Mark II photon torpedoes. Can you survive?
This game is a modern adaptation of the arcade-style game
developed in 1962, SPACE WAR. You pilot your fighter
through the solar system with your ATARI Joystick Controller,
using the flashing sun at the center of the screen to slingshot
you through the galaxy and to avoid your opponent's tor-
pedoes. The only way that your enemy can destroy your ship
is by scoring a direct hit with their missiles. You fight back by
using your joystick button to release return volleys. The sun
has no destructive effect on the rockets.
The two players can vary the effect of the gravity, changing it
from a pull to a push, and vary the perimeters so the rockets
either wrap around or bounce off the edges. You can vary
the speed of play, and set a score limit of 10 or 21 points, or
no limit, or play in the practice mode.
The author invites written comments and questions.
REVIEW COMMENTS
This is a very slick adaptation of an early '60s mainframe
computer game, with several new options worked in.
REQUIRES
One ATARI Joystick Controller
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10221
Cassette 16K
$24.95
APX-10224
Diskette 24K
$24.95
APX-20221
Diskette 24K
$24.95
APX-20224
46
Entertainment
Revolutionary War strategic board game
The year is 1777. The American revolutionaries are waging a
hopeless war against the Redcoats and Hessians of the British
Empire. General Washington trusts you to foil the three-
pronged attack from British commanders Burgoyne, St. Leger,
and Howe. Your men are weary, but there's no time to spare.
The strategic target of Albany, New York, must be defended at
all costs. Suddenly the Redcoats are spotted marching up
from New York City. The time has come, and you swing your
troops towards the approaching force ....
You play on a large map of the East coast from Maine to Phi-
ladelphia and some inland area. You command the American
forces, trying to destroy all the British forces by the end of
the year, or to keep control of the strategic sites of Albany,
Philadelphia, West Point, and Fort Ticonderoga. To do this,
you're equipped with the American revolutionary army and
local militia. Facing you are the British, consisting of Redcoats
and Hessian mercenaries, led by the computer.
The troops are represented on the map by square markers
(controlled by the joystick). The marker s travel, with a max-
imum of eight moves per turn, is affected by mountains and
rivers. When two opposing counters are adjacent to each
other, combat begins. The computer calculates the combat
odds, taking into account muster, terrain, and direction.
There are eight different scenarios to choose from, and the
games can be saved to a diskette or cassette.
The author invites written comments and questions.
REVIEW COMMENTS
EASTERN FRONT buffs will enjoy this war simulation of the
American Revolution. This game takes a couple of hours to
complete, but it s interesting and challenging.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 32K
$24.95
APX- 10228
Diskette 32K
$24.95
APX-20228
Attack enemy installations on the moon
You are the Earths last hope. The evil lizard people from the
Omega-JS system have sent an expeditionary force to the
moon, and they're building installations there for a final
attack on the hapless Earth. Your orders are to attack with
your Starfighter to give the Earth time to prepare her de-
fenses. But beware, Omegan fighters and guided missiles
patrol the airspace above the moon, eager to die to defend
their bases. When it seems your mission is nearly complete,
the enemy rebuilds the installations in greater numbers. Now
to your fighter and good luck ....
Using your joystick, you pilot your fighter across the con-
stantly scrolling screen, destroying bases and fuel tanks, and
also winning points for shooting down enemy fighters and
guided missiles. On the screen you get a satellite view of
your fighter against the moon s surface. Your fighter can bank
left and right, and also dive and climb, but if you come too
close to the surface, you're likely to crash or slam into an in-
stallation or mountain. You can tell your altitude by the fight-
er's ground shadow, and a cockpit altimeter. If you fly too
high, the targets will be out of attacking range, and if you're
too low, you'll crash into mountains and targets. You replen-
ish your fuel tanks by shooting enemy fuel depots, and win
bonus points after destroying 35 targets, and then after 55, 75,
95, etc. At the completion of each skill level you re also re-
warded with an extra ship.
In this one-player game, options include four skill levels, and
the choice of play or practice mode. You have four fighters,
and you need them all to survive the dogfights with the
enemy fighters above the surface.
The author invites written comments and questions.
REVIEW COMMENTS
The satellite view greatly enhances the game play. The player
can spot approaching targets and position his ship to destroy
them and avoid ground relation problems during dogfights.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K $24.95 APX-10226
Diskette
24k $24.95 APX-20226
Entertainment
KANGAROO
Recommended for ages 5 and up
Written in machine language
Help Mom save Baby Kangaroo from the
fruit-throwing monkeys
Stop monkeying around! You have a baby kangaroo trapped
in a cage in a tree high above the ground, and her mom
wants to get her down. That looks simple: help Mom climb
the ladders and make some superjumps and she'll rescue
Baby soon enough. There's just one catch. Several monkeys
are trying to knock Mom down by pelting her with fruit.
This is the ATARI Home Computer version of KANGAROO,
the popular arcade game. You use the joystick to guide Mom
Kangaroo along tree branches, over some big jumps, and up
ladders to get to Baby Kangaroo. Along the way she gains
points by gathering fruit and punching out the mean mon-
keys. The monkeys will try to stop her by throwing fruit at
her and knocking her off ladders. During each game, Mom
must negotiate four separate playing fields. It's an exciting
game for all ages, but particularly for young children.
REVIEW COMMENTS
An excellent re-creation of the arcade game. KANGAROO is
produced under license with Sun Electronics Corporation.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32K
$29.95
APX-20236
GETAWAY!
by Mark Reid
Recommended for ages 6 and up
Written in machine language
Find the loot and stash it in your hideout before
the law nabs you
Quick! Around the corner! The sheriff is in hot pursuit!
You've been racing all over town collecting loot and stashing
it in your hideout. At first the heists were easy. As long as it
was just a little cash here and there, the law wasn't too in-
terested. But then you knocked off an armored van, and the
heat s on. You d better GETAWAY!
You use your Joystick Controller in this one-player game to
drive your getaway car around a colorful town covering a
scrolling map filling 35 screens. You can collect as much cash
and other loot as you want before returning to your hideout.
However, the more you're earn ing around, the keener the
law is on tracking you down. If you're planning a big heist,
be sure to stop at a gas station to avoid running out of gas.
Radar blips help you detect nearby patrol cars and armored
vans. As soon as you capture the three prizes and the
armored van on one level, you automatically move up to the
next level. Each level contains bigger prizes and smarter
cops. In the end you'll always learn that crime doesn't pay!
The author invites written questions and comments.
REVIEW COMMENTS
GETAWAY! has increasing levels of difficulty, yet its easy to
learn. This is a masterpiece from an experienced game de-
signer. Mark Reid has used the capabilities of ATARI Comput-
ers in every way to create an action game of surprising sub-
tlety.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 32K
$29.95
APX-10195
Diskette 32K
$29.95
APX-20195
A large, four-color poster of the complete GETAWAY! map is
available through your ATARI Computer retailer, or can be
ordered direct from APX. The order number is APX-90012,
and the price is $4.00.
Entertainment
DANDY
by John H. Palevich
Recommended for ages 8 and up
Written in machine language
Conquer 26 dungeons through cooperation
"Where are you going? The spawners are that way! We need
to pick up the food and bombs below us before we can tac-
kle them."
"Ahhh! I'm dead! Forget the food and go find a heart so I can
be reincarnated. You need my help!"
DANDY is a 26-level dungeon adventure in which coopera-
tion is the key to success You and up to three more players
must get past the monsters; you lose strength each time a
monster rams you, and you must constantly stock up on food
to replenish your strength. If you lose all strength, you wind
up in limbo, but another player can revive you by shooting
an arrow into a heart. You can pick up smart bombs along
the way and drop them to wipe out all monsters in the area.
You must also find keys to unlock doors in each maze. After-
exploring a dungeon, you take the down tunnel to warp to
the next one.
DANDY provides hours of challenging discovery. All move
merit is done with joy sticks, but you must hover over the
computer keyboard to rebuild your health and to drop
bombs The combination adds to the frenzy and fun! Even if
you master all the dungeons, the game isn't over. You can
start over at higher difficulty levels, and then you can create
your own dungeons with the maze editor that conies with the
program. DANDY is certain to become a favorite in your
game collection.
The author invites written questions and comments.
REVIEW COMMENTS
An excellent game for one to four play ers, a unique sharing
style of game play. (Its a one- or two-player game on the
ATARI 1200XL Home Computer.) The whole family will get
caught up in DANDY.
REQUIRES
One ATARI Joystick Controller per player
OPTIONAL
ATARI BASIC Language Cartridge
ATARI 825 80-Column Printer or equivalent printer
Diskette(s) for creating your own mazes
ORDER INFORMATION
Media RAM Price Order No.
Diskette 4()K $29.95 APX-20210
PHOBOS
by Greg Christensen
Recommended for ages 8 and up
Written in machine language
Master 16 levels of defense
Did you wear out your Joystick Controller playing Caverns of
Mars*? If so, run right out and buy another one. Greg Christ-
ensen has done it again! He's traveled even farther into the
cosmos to bring us PI EOBOS, Mars' closest and largest moon,
where a group of renegade martians have set up a command
center.
You must cut through 16 levels of defense to destroy the con-
trol center buried deep in the core of PHOBOS. At first, you
plummet through caverns, picking up fuel and knocking out
missiles. The gravity exerted on your ship isn't noticeable af-
ter a while, and soon you can control your speed. But, it s
small consolation: you face incredibly narrow and craggy
paths — a real challenge to pilots. And that's not all. You
must get past many different barriers, such as compound las-
er gates requiring fine timing and deft steering. Your mission
doesn't end should you blow up the control center. You must
begin your descent anew, because the martians never stop
building!
PHOBOS comes with four skill levels, from novice to com-
mander. Each higher skill level requires navigating through
more caverns. Both your current score and the high score for
the session are displayed, along with your fuel gauge and
your current cavern.
The author invites written questions and comments.
REVIEW COMMENTS
Fans of Greg s first game will want to try their skill at man-
euvering through caverns offering new obstacles. The
graphics, sound, and design are along the lines of Caverns
of Mars and are all extremely good.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price Order No.
Cassette 16K
$29.95 APX-10184
Diskette 16K
$29.95 APX-20184
♦CAVERNS OF MARS is a trademark of Atari. Inc.
Entertainment
SALMON RUN
by Bill Williams
Recommended for ages 8 and up
Written in machine language
Help Sam the salmon swim upstream to spawn
The story of the determined salmon struggling upstream to
spawn every season takes a slightly different m ist with SAL-
MON RUN. The might}' little fish struggles upstream, fighting
bears, waterfalls, and sea gulls. But, is it all for naught? Does
he merely die in the end? Now his fate lies in your hands.
The screen display of this program shows a salmon in a ver-
tical river course, flanked by a jagged shoreline. At the top of
the screen is a display of the game level and your score. Us-
ing a Joystick Controller, one to four players take turns guid-
ing Sam the salmon up the river to reach his dear Samantha.
Each game level includes an increasingly difficult series of
river courses. Sam faces a variety of complicating circum-
stances during his journey upstream. He must overcome
waterfalls, bears, fishermen, and sea gulls. The frequency of
their appearances depends on how long you play the game.
Sam can jump the waterfalls and sidestep the fishermen or
animals, but if he misses, he starts his trek upstream all over
again.
Sam s struggle upstream is timed by a shrinking horizontal
bar at the top of the screen. He races the line as well as the
life-threatening river course. Should Sam successfully com-
plete one lap, he wins Samantha and a baby salmon.
You win one point for even' foot you help Sam swim and ten
points for even waterfall he jumps. You lose points if you
cause him to fall backwards. In a one-player game, you com-
pete against your own best score. In a multiplayer game, you
play for the highest score.
The author invites comments and questions by telephone and
mail.
REVIEW COMMENTS
Children of all ages will enjoy SALMON RUN. The graphics
are charming!
REQUIRES
One ATARI Joystick Controller per player
PAL
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette
16K
$24.95 APX-10120
Diskette
2\K
$24.95 APX-20120
ATTANK!
by Joel Gluck
Recommended for ages 10 and up
Written in BASIC
Destroy your opponent's tanks on the battlefield
Allow yourself plenty of elbow room when you and your op-
ponent start playing ATTANK! You'll be happily squirming in
your chair as you maneuver your two tanks around the battle-
field. In this two-player game played with joysticks your mis-
sion is to destroy both your opponent's tanks before he or
she destroys yours. You maneuver your forces through a
realistically responsive environment of trees, rocks, walls,
land mines, tunnels, and rubble, and then position and fire
your guns when your opponent s tank is within firing range.
You can choose day or night battle conditions, or a mixture
of the two. If you opt for nighttime, only the tanks and shells
are visible on the battlefield, except for brief glimpses during
explosions.
Packed with colorful graphics and sound effects, ATTANK' is
loaded with playing options, such as the number of hits a
tank can sustain before being destroyed, shell range, tunnel
pattern, and day and/or night battle conditions. You can
choose whether to introduce an element of chance into the
game by using the random air raid bomb option. ATTANK!
also includes two handicap options so that novices can give
pro tank players a real workout. And a new battlefield
appears each game!
The author invites written questions and comments.
REVIEW COMMENTS
ATTANK! is a deluxe version of the standard tank game. The
unique two-tank control and the tunnels are great features
The author makes very interesting use of character graphics.
Because the tanks turn only in one-eighth increments it can
be challenging to hit your opponent at close range. Tank mo-
tions can be uneven at times.
ATTANK s many options take some reading to understand, but
the effort is worthwhile.
REQUIRES
ATARI BASIC Language Cartridge
Two ATARI Joystick Controllers
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette
24K
$24.95 APX- 10072
Diskette
$24.95 APX-20072
50
Entertainment
THE BEAN MACHINE
by Steve Robinson
Recommended for ages 6 and up
Written in machine language
Slant beams to guide beans through the bean
machine
Here's a game that uses the law of gravity. In THE BEAN MA-
CHINE, your goal is to rack up points by maneuvering a
series of teeter-totter beams so that 33 beans roll from top to
bottom in the least amount of time. The beans start out by
rolling across the bottom of the machine and onto an eleva-
tor that lifts them to a conveyor belt at the top of the course.
Some spill out along the way and start their downward trek
at that point. Some make it to the top, move across the con-
veyor belt, fall down a chute, and then start their journey
downward. Your job is to use your Joystick Controller to tip
the beams so that the beans continue to roll from one teeter-
totter to the next, until the beans come to rest in the bottom
trough. You must constantly re-tilt the beams because as a
bean falls onto a slanting beam, its weight tends to flatten out
the beam or slant it in the opposite direction.
Of course, it's not as simple as that. If one bean is stalled on
a beam and another bean rolls into it, the beans destroy each
other and are replaced by new beans at the bottom. In addi-
tion, dangers lurk about the course. For starters, there's a
bean-gobbling red spider. Then you must time your beans to
roil under Horrible Mitch, but you can blast right into Little
Mickey, earning yourself some points and getting rid of him-
. . .temporarily. The Masked Mumbo loves to undo your work
by rebalancing the beams, but you can roll right over him for
revenge. Once you master the beginning level, you can go on
to the higher levels, where the beans travel faster. A lively
tune accompanies the action.
The author invites written questions and comments.
REVIEW COMMENTS
The game simulates gravity and the motion of the beans very
well. It can be tougher on the higher Levels.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 24K
$24.95
APX-10206
Diskette 24K
$24.95
APX-20206
DOWNHILL
by Mark Reid
Recommended for ages 8 and up
Written in BASIC and machine language
Steer your skier around trees and throu gh gates
Brrrrr! The nippy air triggers your yen to ski. But it s hard to
get away, and even when you can get away, the crowds can
spoil your fun. Help is here! With DOWNHILL, you can sit by
the fire, sip a cup of hot chocolate, and ski to your heart's
content. Not only that — you have the slopes all to yourself!
This one-player game challenges your hand/eye coordination
and timing precision (but your legs can relax). You use a
Paddle Controller to steer your skier around trees and
through gates on the beginner, intermediate, or expert
course. If you like, you can preview each course before run-
ning it, or you can run it sight unseen. The intermediate and
expert courses have narrower openings between trees and
you'll have to turn your skier uphill if you hope to make
every gate. When necessary, you can snowplow (slow down)
to avoid hitting a tree or gatepost, which costs you precious
seconds. Besides choosing the difficulty of your course, you
can also vary the degree of the slope to decrease or increase
the speed with which your skier runs the course.
The object is to ski to the bottom of the hill as fast as pos-
sible, while making even gate. Each gate missed causes a
score penalty. The program keeps track of the best time for
each course, so you can compete against a friend s time or
against your own best time. SWOOSH! Time to hit the
powder!
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
DOWNHILL makes colorful and imaginative use of the ATARI
Computer's sound effects and graphics features, including
vertical scrolling and play er missile graphics.
Recovery after wrapping your skier around a tree can be
maddeningly slow!
REQUIRES
ATARI BASIC Language Cartridge
ATARI Paddle Controller
PAL
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10063
Diskette 32K $24.95 APX-20063
Entertainment
OUTLAW/HOWITZER
Recommended for all ages
Written in machine language
Two games of marksmanship
Here are two games to show off your marksmanship. In OUT-
LAW you square off against another cowboy w ho has you cor-
nered in the desert. Fortunately for you, you can hide behind
cactuses to elude his bullets. You use your Joystick Controller
to chase your opponent and to take aim, then to scamper out
of range as he fires back at you. You can run him all over the
desert, but he's a real sharpshooter, so you'll be doing some
fancy f(X)twork to get him before he gets you. The first to
score ten hits is the winner.
In HOWITZER your tank confronts an enemy tank across a
river which neither of you can cross. You hear your tank
rumble as you use your joystick to maneuver around the
field. But you can t count on the trees to protect you from
enemy fire. Each shell that misses its target leaves a hole in
the field, but you'll know when either of you has scored a hit
— the earth shakes and the tank explodes. The first to score
ten hits is the winner.
You can play OUTLAW or I IOWITZER against the computer
or against another player. To compensate for different levels
of skill, each side can play with or without handicaps — each
game has eight variations.
REVIEW COMMENTS
Both games use colorful, action-packed graphics and sound
effects, which make these games appealing to players of all
ages and levels of skill. A good party game!
REQUIRES IPAL
One ATARI Joystick Controller per player [ V
ORDER INFORMATION
Media RAM Price Order No.
Cassette 24K $24.95 APX-10004
Diskette 24K $24.95 APX-20004
*OUTLAW is a registered trademark of Atari, Inc.
QUARXON
by Scott Ludwig
Recommended for ages 7 and up
Written in machine language
Break through the boundary and destroy the
Droids
You no sooner discover friendly droids in a new galaxy,
QUARXON, when your scanner picks up enemy movement
Headquarters orders you to defend the droids against enemy
attack. You have only one hunter-killer spaceship and your
wits to outmaneuver both the enemy ship and the tricky ele-
ments unique to QUARXON s atmosphere.
Your primary objective is to fire your laser through randomly
occurring openings in the center boundary line to break
through the multilayered blockade protecting the enemy's
droids, who want to take over the galaxy. At the same time,
the enemy is trying to wipe out your droids. If their laser hits
your ship, you face the immediate and often fatal danger of
the crushing wall. QUARXONs atmosphere contains other
precarious conditions. For example, if you shoot through the
boundary line m ice from the same spot, you create a tempo
rary free shooting zone for the enemy, so you must keep
moving at all times. And. if your shot misses an opening in
the boundary line, your laser fire rebounds into your block-
ade! The battle ends when one ship destroys all his op-
ponent's droids.
QUARXON has one- and two-player options, or you c an watch
the computer battle against itself. Other game options include
choosing from three difficult} levels, varying the thickness of
the blockade, and varying the number of droids. Fewer
droids make for a more difficult battle, since the number of
droids determines how many lives you have.
The author invites written questions and comments.
REVIEW COMMENTS
Unique rules make this game last. Multishaded layers and
smooth motion give it a polished look.
REQUIRES
One ATARI Joystick Controller per
player
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$29.95
APX-10174
Diskette 1 »K
$29.95
APX-20174
Entertainment
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ENNUMEREIGHT
by Philip Baker
Recommended for ages 7 and up
Written in machine language
Move numbers around a circuit to win points
If you're a fan of awari or Mankala, or if you like strategy
games, you'll love ENNUMEREIGHT. The playing hoard is a
sideways figure eight, one side belonging to you and the
other to your opponent. Each side has six circles; each circle
holds a number. When you select a circle on your side, its
number is redistributed into the succeeding circles all along
the figure eight circuit, and one point is added to the num-
ber in each circle until the points are used up. If the last cir-
cle to receive a point then contains a two or three and is on
your opponent s side, you w in the points in that circle, along
with those in as many adjacent preceding circles on your
opponent's side as hold a two or three. Then your opponent
takes a turn.
The game ends when all the circles on one side contain no
points. The winner is the player with more points. The
arithmetic is simple, but you must keep track not only of the
effect of your ow n moves, but also those of your opponent.
The more you think ahead to possible consequences, the bet-
ter your chances of w inning.
ENNUMEREIGHT offers several options. You can play against
another player or against the computer, or you can sit back
and watch the computer battle against itself. For games with
the computer as a player, you can choose from seven levels
of difficulty; the higher the level, the more time the computer
takes to evaluate its move. You also can select the initial
number of points per circle; the more points, the longer the
game. And players of all ages w ill enjoy ENNUMEREIG1 IT s
interesting game animation.
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
This game tests your logic and strategy skills. The graphics
and sounds are an integral part of the game play.
REQUIRES
No required accessories
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX- 10204
Diskette 24 K
$24.95
APX-20204
SMASHER
by Chris and John Goodman
Recommended for ages 8 and up
Written in machine language
Defend your empire by smashing enemy
spacecraft
The might of your empire is know n far and w ide, and that's
why enemies from all over the galaxy are attacking you. So
far, you've been safe, because you control the most colossal
weapon ever devised: the Smasher. It can easily crush any
enemy craft that threaten you. But now the dread Vorpons
are swarming through your intergalactic port! Their ships,
filled with explosives, cruise relentlessly back and forth, men-
acing the Smasher itself. And you've heard rumors of their
deadly mystery ship. . .what terrors does it hold?
The Smasher patrols the area on the screen by demolishing
enemy craft in its path. You use your Joystick Controller to
move the Smasher into position and press the red button to
crush invaders. Beware! Some of the enemy cruisers contain
enough explosives to destroy the Smasher and leave you de-
fenseless. If the enemy ships cruise back and forth unchal-
lenged, they capture part of your territory. The Smasher is
destroyed if you touch the captured areas, whic h encroach on
more and more of your port. Even if you successfully defend
your empire for a while, you can't be complacent: the
mystery ship can appear on the higher lev els of the game.
Alone or with another player, you score points by smashing
enemy craft. Each time you score 50,000 points, you get an-
other Smasher. Good luck! Your empire is counting on you!
REVIEW COMMENTS
SMASHER is a fast-paced, aggressive, exciting game.
REQUIRES
One ATARI Joystick Controller per player
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 2 a K
$24.95
APX-10219
Diskette 24K
$24.95
APX-20219
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Entertainment
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SEVEN CARD STUD
by Monty Webb
Recommended for ages 10 and up
Written in BASIC
Play poker with five computer opponents
That big game is coming up and you need to practice your
poker skills. SEVEN CARD STUD simulates five card-playing
partners with four programmable characteristics.
Using a Joystick Controller, you can change the players' char-
acteristics. If you're new to Seven Card Stud, use the pre-
programmed personalities, which are quite a challenge. To
sharpen your card techniques choose one of three traits in
four different categories for each player. First, you decide if a
player is hard, average, or easy to bluff Next, you decide how
often this player raises. Then you choose the degree of risk
he'll take before he or she folds. Finally, you determine his
or her overall playing strategy — too loose, smart, or too
tight.
SEVEN CARD STUD shuffles the cards and deals two down
and one up to each player. The program finds the highest
hand showing and starts the betting. According to the player's
programmed characteristics, he or she will fold, call, or raise.
The other players respond in turn. When it's your turn, you
also choose to fold, call or raise. The pot grows as you bet on
each round. At the end of seven cards, all hands still in the
game turn face-up. SEVEN CARD STUD then determines the
winner and the announcement, "Who Has The Gold?**,
appears with a list of everyone's winnings. You c an then go
back and see everyone's cards for study.
At the end of a game, you can play another hand against the
same players or you can restart the game and change the
players' personalities.
The author invites written questions and comments.
REVIEW COMMENTS
This game is not a beginning tutorial. The graphics are very
good. Poker players are sure to enjoy this excellent simula-
tion.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
PAL
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 24 K
$17.95
APX-10118
Diskette 32K
$17.95
APX-20118
BOOTLEG
by E. M. Freeman
Recommended for ages 8 and up
Written in machine language
Dodge the Prohibition agent through 20 maze
screens
The speakeasies are counting on you! Unless you can deliver
the moonshine, they can t open tonight — and you've heard
they don't like to be disappointed. In your delivery wagon,
you're threading your way through the city streets, trying not
to get lost or run out of gas. You've got to keep an eye out
for a determined Prohibition agent armed with a super-
charged patrol car. He can call ahead for roadblocks, but you
know a few tricks to slow him down.
Using your Joystick Controller, you move the delivery wagon
around a maze, stopping whenever you see symbols such as
goblets or flagons. For each delivery, you're paid off in points
added to your score. After you've made ten deliveries, you
can move to another screen (there are twenty different
screens in all). If you're playing against another bootlegger,
you alternate turns to try for the higher score.
Your biggest worn is the Prohibition agent. His car moves
faster than yours, and he throws out roadblocks when you
least expect them. If you meet him, you crash and that round
of the game ends. You can use a trap to thwart his pursuit,
but it doesn't stop him for long, and it costs you points. You
have five lives — and you need them!
Whenever an electrical storm passes over the terrain, it puts
the Prohibition agent's radar out of action. This is a good
time to escape or increase your score.
A last warning: don't run out of gas! A fuel gauge shows you
how much you have left, and you can find fuel pumps at dif-
ferent spots on the mazes. After a hard day's work, why not
stop, knock three times, and tell em Joe sent you?
The author invites written comments and questions.
REVIEW COMMENTS
You can use offensive and defensive elements to strategize.
With twenty screens, there's plenty of variety.
REQUIRES
One ATARI Joystick Controller per player
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10218
Diskette 24K
$24.95
APX-20218
54
Entertainment
CAN'T QUIT
by John Harris
Recommended for ages 8 and up
Written in BASIC and machine language
Strategize against th e odds in a dice game
Success at CAN'T QUIT comes from knowing just when to be
bold and when to fold. Since nobody ever does know, this
game has surprise after surprise for its players. Luck certainly
helps, but it isn't everything. Each roll of the dice forces you
to decide: quit now, or take a chance? You'll see who's cau-
tious and who's reckless as you watch the progress of your
game tokens across the board.
You can play against another player or against the computer.
The diamond-shaped game board is composed of eleven
rows of boxes, one row for each number from 2 through 12.
When it's your turn, you use a joystick to roll four dice. Then
you decide how to pair those dice. If you choose a 3 and a 7,
for example, game tokens move one space to the right on
rows 3 and 7. The object of the game is to have your tokens
move completely to the right on 3 rows (or 4 if you choose).
It sounds at first as if all you have to do is keep on rolling
dice until you move completely to the right. But it's not that
simple! If you push your luck too far, you wipe out all the
progress you've made. You have to resist taking that last turn
before you've gone too far. You can play by hunches and
guesses, or you can strategize on probabilities — it's fun any
way you play.
The author invites written comments and questions.
REVIEW COMMENTS
The game tests your familiarity with the odds on combina-
tions on dice. There are opportunities to strategize. Joystick
use makes the game easy to play. The colorful screen is
attractive.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10220
Diskette 32 K
$24.95
APX-20220
CATERPIGGLE
by Scott Ludwig
Recommended for ages 7 and up
Written in machine language
Devour the snakes crawling through a maze
Who gobbles up fearsome snakes the way Popeye eats spin-
ach? Who fends off Serpent Security' guards the way O.J.
scatters tacklers? CATERPIGGLE, that's who!
Using your Joystick Controller, you maneuver Caterpiggle
through an intricate maze to eat up long snakes that can
appear anywhere. These snakes are tricky. Sometimes they
grow longer by segments, even while Caterpiggle is devour-
ing them. If he goes for a snake in its middle, the two halves
go in different directions. The segments can break off and
make their own way through the maze, and Caterpiggle has
to chase them down. Even after he has eaten them up, they
give him trouble, because they slow him down while they're
digesting!
Be careful — the snakes are guarded by the super-vigilant
Serpent Security force. If Caterpiggle collides with one of
these menacing creatures, he's doomed — for the time be-
ing. He has three lives, or three chances to move up to the
next level. With each succeeding level, the snakes grow long-
er and move faster, and it takes Caterpiggle longer to eat
each segment. But then you get more points for each level. If
you maneuver Caterpiggle skillfully enough, he ll earn a
bonus for eating any guards touching a snake!
The author invites written questions and comments.
REVIEW COMMENTS
This exciting game gets very difficult and calls for lots of
strategy at higher levels. Music and other sounds are novel
and fun.
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media
RAM
Price
Order No.
Cassette
16K
$24.95
APX-10194
Diskette
24K
$24.95
APX-20194
Entertainment
GALAHAD AND THE HOLY GRAIL
by Douglas Crockford
Recommended for ages 12 and up
Written in machine language
A graphic adventure with almost 100 rooms
Harken hack to the days of old and the legend of Arthur and
the Knights of the Round Table. As you recall, in King
Arthur s court several knights set off in search of the Holy
Grail. Only the truly virtuous succeeded.
With GALAHAD AND THE HOLY GRAIL, you become one of
the knights on this holy mission. First you decide on your
goals. You must swear (this is a game of honor) to accom-
plish one or more of several goals, such as to find three keys,
find the Holy Grail, return the Grail to the w hite chapel, or
slay all monsters. If you and some friends wish to play a
tournament, you first agree on the goals and then take turns
playing a complete round.
The first screen displays the white chapel, the beginning of
your journey. Using your Joystick Controller, you guide your
knight through a terrain of walls, roads, meadows, forests,
and other obstacles. Some of the walls have magnetic powers.
You can enter secret portals when you pass over them. As
you travel horizontally, vertically, backwards, and forwards,
you will encounter dangers from such unexpected sources as
travelling knights, a dragon, and spiders. If you're lucky,
vou've found a variety of implements to help you fend off the
attackers and assist in your search. If one of the challengers
defeats you, the game starts again and another player tries to
reach the goal. GALAI LAD AND Till- HOLY GRAIL comes in
two levels of difficulty.
REVIEW COMMENTS
With the monsters, keys, swords, evil knights, castles, and
mazes, the game is spellbinding. The action is fast and
challenging. The colors and graphics are fun. Secret portals
and enchanted w alls give elements of surprise.
The user manual is as wonderfully imaginative as the game!
REQUIRES pAL
One ATARI Joystick Controller L____
ORDER INFORMATION
Media RAM Price Order No.
Diskette 32K 129.95 APX-20132
MICROSAILING
by Glenn Faden
Recommended for ages 8 and up
Written in BASIC and machine language
Sail through four courses that teach tacking and
gybing (1 or 2 players)
The saying goes that you'll love sailing if you enjoy standing
in a cold shower dropping $100 bills down the drain.
MICROSAILING can t replace the thrill of gliding through the
water of a brisk, sunny day, but it does give you a taste of the
skill required to sail a yacht, without the heavy financial in-
vestment or the uncomfortable conditions that can dampen
your pleasure.
This yacht racing game for one or two players oi'k-v^ four
courses of varying difficulty. A yacht runs through the course
before the race to show you how to round the marks. You
tack and gybe around the buoys on a course using a Joystick
Controller as your tiller. Your speed depends on both your
helmsmanship and wind conditions. Experienced sailors can
even elect to sail in stormy weather. The game offers two sets
of rules. Standard rules ignore boat collisions, whereas ad-
vanced play follow s the right-of-way rules of the North Amer-
ican Yacht Racing Union. The race ends when one player
crosses the finish line after rounding all the marks. The pro
gram displays the best time for all races and also shows
which player has achieved the best time. MICROSAILING is
the perfect way to prepare for your next regatta!
The author invites questions and comments by mail and tele-
phone.
REVIEW COMMENTS
This is an enjoyable simulation of a sailing race, and the com-
puter is a tough competitor.
The user manual contains diagrams of the four courses
REQUIRES
ATARI BASIC Unguage Cartridge
One ATARI Joystick Controller per
player
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32K
$17.95
AFX-20176
Entertainment
YAHTMAN
by Dan Reinhan
Recommended for ages 6 and up
Written in BASIC and machine language
Play dice poker with Yahtman
Most of us have played some version of the popular dice
poker games available in both paper/dice and computerized
form, but YAHTMAN is a cut above the rest. For one thing,
YAHTMAN joins in every game himself, along with one to six
other players. For another, this fellow is very friendly; he
sends messages and performs helpful chores throughout the
game. And most unusual of all, he shows by his facial ex-
pressions what he thinks at all times — for good or bad!
A game of YAHTMAN consists of thirteen rounds of play for
each player. In each round, you use a Joystick Controller to
roll any or all of five dice up to three times to obtain one of
thirteen scoring combinations, such as aces, three of kind,
and full house. But you must select some combination each
turn, even if you score zero points. You earn bonus points
for rolling five of a kind or for high scores. At the end of
each round, YAHTMAN suggests which combination will earn
you the most points, but you can ignore him and pick any
unused combination. As you study each choice, YAHTMAN
helpfully displays the score you would earn by picking that
choice. At the end of the game, YAHTMAN totals each player's
score.
The author invites written questions and comments.
REVIEW COMMENTS
YAHTMANs "human" traits make him a more companionable
computer opponent than normal. His helpful nature gives
kids a better chance against adults.
BLOCK BUSTER
by Alan Griesemer and Stephen Bradshaw
Recommended for ages 9 and up
Written in QS Forth
What do you do when you're faced with 43 quintillion pos-
sible combinations for solving a puzzle? The challenge of
cubic puzzles is to unscramble a patchwork of colors so that
each side ends up a different solid color. BLOCK BUSTER
allows you to view all six sides simultaneously before decid-
ing on your next move. Also of great help is the ability to set
up a particularly difficult configuration of colors and then,
with one command, tell BLOCK BUSTER to solve the puzzle.
The program even records its moves!
OPTIONAL
One ATARI Paddle Controller
ATARI printer or equivalent printer
K
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 32K
$17.95
APX-10110
Diskette 32K
$17.95
APX-20110
GRIDIRON GLORY
by Mike Drury and Bob Graves
Recommended for ages 12 and up
Written in BASIC
In GRIDIRON GLORY, you and your opponent can coach any
one of twenty-eight professional football teams, using a com-
bination of keyboard and Joystick Controller commands. Each
team is programmed with a different profile. You have eight-
minute quarters to outcoach and outscore your opponent. A
25-second clock forces each coach to call plays quickly.
The playing field displays your position and movement of the
ball after you call your plays. The scoreboard displays yards
gained rushing and passing, total first downs, current down,
yards to go, time remaining, and time-outs left.
REQUIRES
ATARI BASIC Language Cartridge
REQUIRES
ATARI BASIC Language Cartridge
A set of ATARI Joystick Controllers
One ATARI Joystick Controller
ORDER INFORMATION
ORDER INFORMATION
Media RAM
Price
Order No.
Media RAM
Price
Order No.
Diskette 32K
$24.95
APX-20188
Cassette (410) 16K
$24.95
APX-10175
Diskette (810)
24K
$24.95 APX-20175
Entertainment
CHECKER KING
by William H. Northrup
Recommended for ages 7 and up
Written in machine language
Are your checkers opponents too predictable? Do you need a
real challenger, the kind who thinks ahead, and can't be dou-
ble jumped? Then turn on CHECKER KING, the computerized
checkers game.
With this program you can play another opponent or you can
challenge the computer. You use the joystick to position the
checker pieces and you can establish the level at which the
computer plays. You can even set the board up to practice
strategies.
REQUIRES IpAL
One ATARI Joystick Controller per player
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $24.95 APX-10129
Diskette 16K $24.95 APX-20129
TERRY
by Ingrid Langevin
Recommended for ages 10 and up
Written in BASIC and machine language
Are you feeling low? Just have to talk to someone about your
problem? TERRY is a lightweight version of an artificial in-
telligence program that simulates a psychotherapist. TERRY
doesn't pretend to be smart or probing. She prefers rollick-
ing repartee instead. Just type what you have to say and watch
it appear on the screen, followed by TERRY s reply. She may
ask you more questions or give you some advice. Clarifying
problems and possible solutions can help you feel better.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 32K
$17.95
APX- 10047
Diskette 32K
$17.95
APX-20047
DIGGERBONK
by Steve Robinson
Recommended for ages 8 and up
Written in machine language
Take out your frustrations on the Pulsing Greenies, the
Purple Gurple, and a host of other meanies. Maneuver
through a vertically scrolling maze to accumulate points by
'bonking'', or demolishing, your enemies. Of course, they're
out to get you, too, so you have to keep your wits about you.
There are some last-ditch escape methods, including the
Panic Button, for only the most dire emergency.
Besides your enemies, you have to watch out for some
hazards in the landscape. If the Orange Whirlers, for
example, entice you too far down the screen, you'll be boxed
in as the wall scrolls downward. And the dreaded red bomb
might go off at any time — its fragments are deadly. Try to
bonk as many creatures as possible before your inevitable
demise!
REQUIRES
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10202
Diskette 16K
$24.95
APX-20202
747 LANDING SIMULATOR
by William J. Graham
Recommended for ages 12 and up
Written in BASIC
Here's a game mat gives all would-be jumbo jet pilots the
frustration, and thrill of landing very own 747 jet . From the
cockpit, you see the airport runway and your instrument panel,
at the bottom of the screen, is continuously updated. You hear
the sounds of air turbulence, various warning signals, even your
engines' deceleration after landing. At the end of your flight,
you receive a score that reflects your expertise in landing safely.
The game has three levels of difficulty and two options —
landing with instruments on and with instruments off.
The author invites questions and comments by telephone.
REVIEW COMMENTS
This game is fascinating, complex, and hard to master. The
joystick commands take getting used to. The game calls for
patience and perseverance. Because the game is written in
BASIC, it doesn't have the illusion of real-time flight.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 24K
$24.95
APX-10043
Diskette 32K
$24.95
APX-20043
Entertainment
AIR RAID! Fly above eight scrolling screens of landscape
to defend your fighter plane, a radar beacon, and two
airstrips against enemy bombers. REQUIRES: One ATARI
Joystick Controller.
ORDER INFORMATION
Media
RAM
Price
Order No.
Cassette
16K
$29.95
APX-10187
Diskette
24K
$29.95
APX-20187
AVALANCHE *pro\
ides you
with a set of shields to
defend yourself against
six layers of rocks that fall faster and
faster! REQUIRES: A set
of ATARI
Paddle Controllers
ORDER INFORMATION
Media
RAM
Price
Order No.
Cassette
16K
$24.95
APX-10003
Diskette
16K
$24.95
APX-20003
indicates trademark of Atari, Inc.
BLACKJACK CASINO lets you play the famous
casino game at home. You can double down, split pairs,
surrender, or take insurance — even send out for more
money! REQUIRES: One ATARI Joystick Controller per player.
ORDER INFORMATION
Media RAM
Price Order No.
Cassette 8K
$17.95 APX- 10064
Diskette 16K
$17.95 APX-20064
CRIBBAGE pits you against the computer in a faithful
rendition of the traditional English card and board game.
ORDER INFORMATION
Media RAM
Price Order No.
Cassette 32K
$17.95 APX-10141
Diskette 40K
$17.95 APX-20141
GAME SHOW is styled just like a current TV show that
tests your ability to predict the most popular answers to
various questions. (You can add your own questions too.)
ORDER INFORMATION
Media RAM Price Order No.
IMPACT is a way to play bumper cars in outer space! Up
to four players coast around 24 different playing screens,
bouncing and bumping into each other. REQUIRES: One
ATARI Joystick Controller per player.
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 8K
$17.95
APX-10196
Diskette 16K
$17.95
APX-20196
MELT-DOWN challenges you to prevent a nuclear
disaster. Carry buckets of water to a leaking cooling tower in
a power plant before the mutant mice get you! REQUIRES:
One ATARI Joystick Controller per player.
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX-10178
Diskette 32K
$24.95
APX-20178
MEMORY MATCH is a version of the popular board
game that sharpens your concentration. Match pairs of hidden
objects or symbols or words on a grid after a brief glimpse
REQUIRES: ATARI BASIC Language Cartridge.
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX- 10070
Diskette 24K
$24.95
APX-20070
SNARK HUNT Find the snarks hidden inside a
mysterious snark box. Fire vorpal beams into the box to see
how the snarks affect the beams. Only logic can help!
REQUIRES: ATARI BASIC Language Cartridge, One ATARI
Joystick Controller.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $24.95 APX-10154
Diskette
24K $17.95 APX-20168
Diskette
24K $24.95 APX-20154
Systems/Telecommunications
Create and animate your own cartoon characters
Ever had a secret desire to make your own movie? With CAR-
TOONIST, you use your ATARI Home Computer to create
your own characters and put them into motion. To create a
frame, use your Joystick Controller to draw a character on the
screen, modifying its height, width, or color — or create its
mirror image.
After you complete your first frame, edit to create more
frames for your movie. You can insert frames, copy them, ex-
change different ones, or delete the ones that don't fit. When
you've created all the frames, you re ready to animate them.
To animate the movie, you run one frame after another and
the motion begins. Your character can walk, hop, slink,
slither, even fly! You can set the sensitivity of the joystick, and
vary the speed of the animation. You can save and recall films
you've made.
Programmers can use CARTOONIST to add animated sequen-
ces to their programs (a how-to demonstration is included),
but it's so versatile that children can develop their creativity
by learning to make their own cartoons. You choose options
and activities from the program s many menus. To show you
what CARTOONIST can do, run one of the program's several
short animated sequences.
REVIEW COMMENTS
CARTOONIST is one of the best-designed animation packages
we've seen. The program's menu-driven approach makes it
easy to master quickly.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
OPTIONAL
One set of ATARI Paddle Controllers
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 32K $24.95
APX-20237
Written in Assembly and DEEP BLUE C
Add floating point capability to your
DEEP BLUE C COMPILER
Here's the latest addition to the APX family of DEEP BLUE C
software. MATHLIB is a whole library of math functions de-
signed to expand your DEEP BLUE C COMPILER into the area
of floating point calculations.
DEEP BLUE C is filling the gap between BASIC and assembly
languages, but it doesn't support floating point data types.
MATHLIB provides the full range of functions needed for
DEEP BLUE C to perform floating point calculations. It oper-
ates on standard ATARI floating point numbers and prov ides
access to the functions in the ATARI Operating System Float-
ing Point ROM.
Among the 32 new math functions MATHLIB provides are:
ATASCII/floating point, integer/floating point, and degree/
radians conversions; floating point addition, subtraction, mul-
tiplication, division, and square roots; natural and base 10
logarithms and exponentiation; sine, cosine, tangent, and
arctangent trigonometric functions in radians or degrees.
MATHLIB's link files can be easily used like any other DEEP
BLUE C link file such as Graphics.CCC. Demonstration pro-
grams provide unit testing of MATHLIB's functions, examples
of how they're used, and MATHLIB's use in Turtle graphics.
The author invites written comments and questions.
REVIEW COMMENTS
MATHLIB requires a familiarity with the C programming lan-
guage in general and ATARI DEEP BLUE C in particular. The
user manual provides detailed information about the sub-
routines and examples of their use.
REQUIRES
DEEP BLUE C Compiler (APX-20166)
OPTIONAL
ATARI MACRO Assembler
ORDER INFORMATION
Media RAM Price Order No.
Diskette
48K $17.95 APX-20231
Systems/Telecommunications
i ^
:
EASTERN FRONT (1941)*
SCENARIO EDITOR
by Chris Crawford
Recommended for teenagers and up
Written in machine language
Establish your own criteria for the battles of the
Eastern Front
"I know I did everything right, but now I'm up to my ears in
Russians."
Sound familiar? Any self-respecting EASTERN FRONT war-
gamer has felt this way more than once. Playing the most
challenging war game available can often be frustrating.
Wargamers are forever saying, "What if?" What if the Russians
hadn't fielded as many armies? What if the Germans were
distributed differently during the early stages of the offensive?
Now you get your chance to find out.
With the EASTERN FRONT (1941) SCENARIO EDITOR you
control more than a dozen factors that could alter the out-
come of the Eastern Front Campaign. You determine the type
of armies (e.g. infantry, calvary, Fliegerkorps), where and
when the units arrive on the map, and factors like combat
and muster strength that contribute to the unit s battle
effectiveness. The map remains the same, but you can
organize the combatants in an almost infinite number of var-
iations. The scenario editor thus lets you fine tune the origin-
al EASTERN FRONT scenario, or create your own game.
The scenario editor must be used with the ATARI EASTERN
FRONT (1941) Cartridge and can t be used with the original
APX version. Three excellent new EASTERN FRONT scenarios
(APX-10232 and APX-20232, in cassette or diskette) have been
created by Ted Farmer using this editing software.
REVIEW COMMENTS
The human engineering is very good. All input is from the
joystick or function keys. The manual contains useful de-
signer notes and tips on strategy, but setup time can be
extensive.
REQUIRES
ATARI Eastern Front (1941) Cartridge
One ATARI Joystick Controller
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 48K $24.95
APX-20233
*Indicates trademark of Atari, Inc.
EASTERN FRONT SCENARIOS
1942, 1943, 1944
by Ted Farmer
Recommended for teenagers and up
Written in machine language
Three challenging new scenarios to add to
EASTERN FRONT (1941)
Deep in Russia with the temperatures falling and the Russian
defenses stiffening, your men are hungry, tired, and ill-
equipped. Good luck! Operation Barbarossa has begun an
unexpected second year.
With finely detailed historical accuracy, Ted Farmer has recre-
ated the three years of the Eastern Front Campaign following
the German blitzkriegs of the summer of 1941. Armchair
generals can now see these early successes eclipsed by the
devastating Russian counteroffensives. The 1942 scenario
centers around the battle for Stalingrad. In 1943 the enor-
mous tank battle of the Kursk Operation takes the center
stage. In late 1943 and 1944 the scenarios deal with the Ger-
man retreat before the massive Russian counteroffensives.
The odds against success are almost insurmountable, but, for
the strategic wargamer, these scenarios present the realistic
challenge of Barbarossa in the years of its decline. If you're
smart and very lucky you may continue a campaign in which
survival is a form of victory'. Each new scenario requires very
different strategies to play well.
The author invites written comments and questions.
REVIEW COMMENTS
Designed with Chris Crawford's new EASTERN FRONT (1941)
SCENARIO EDITOR (APX-20233), these new scenarios are all
written at the expert level and can be an excellent addition to
your Eastern Front library. Can only be used with the ATARI
Eastern Front Cartridge. Cannot be used with the original
APX version.
REQUIRES
ATARI Eastern Front (1941) Cartridge
One ATARI Joystick Controller
OPTIONAL
Eastern Front (1941) Scenario Editor (APX-20233)
ORDER INFORMATION
Media RAM Price Order No.
Cassette 16K $17.95 APX-10232
Diskette 16K $17.95 APX-20232
Systems/Telecommunications
DUPLICATE 01 .1
UIMmUY >A'JE
II IHmI?Y load
RUM CtT toOOVC*
CREATE HEH.Sft'
SOURCE CODE FOR EASTERN FRONT
(1941)
by Chris Crawford
Recommended for advanced programmers
Written in assembly language
A behind-the-scenes look at creating a complex
war game
You've played the game. . .now read the code! Intended for
advanced programmers, this package takes you behind the
scenes for a look at the thought processes involved in creat-
ing a sophisticated, computerized wargame. This diskette con-
tains all the source code files for EASTERN FRONT (1941) —
about 700 sectors of code!
The user manual contains a complete source and object code
listing, as well as the following sections: program structure
review; detailed memory map; unit characteristics chart; map
diagrams; explanatory essays on each module; narrative his-
tory of EASTERN FRONT development; and discussion of
game design considerations.
The package is like a tutorial on advanced game design.
The diskette contains only the source code (that is, the En-
glish equivalent of the code the computer runs) for EASTERN
FRONT. The object code (that is, the code the computer
runs) is sold separately by ATARI. Only advanced pro-
grammers should consider using the source code in this
package to create an object file for running EASTERN FRONT
instead of purchasing the object code.
REVIEW COMMENTS
To get maximum benefit from this package, you need a good
understanding of assembly language programming and you
should be comfortable using the Assembler Editor Cartridge.
Assembly language programmers inexperienced in writing
large programs will especially benefit from this package.
REQUIRES
Assembler Editor Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 40K
$49.95
APX-20095
BASIC/XA
by Thomas Newton
Recommended for ATARI BASIC programmers
Written in machine language
Development tools for ATARI BASIC
programmers
Here's a package of development tools ATARI BASIC pro-
grammers will find invaluable; they're easy to use and fast.
Interfacing between your program and the DOS menu.
BASIC/XA lets you list all program variables, their values and
dimensions, and which lines use them; change variable
names; delete a range of lines; renumber the program; and
check for bad GOTO statements and syntax errors. Another
option lets you print, or store on diskette or cassette the vari-
able list, variable values, and the cross-reference table.
To use BASIC/XA with a program, you first boot BASIC/XA in-
to memory. Both the development tools and all the normal
DOS options are then available. Next you load in the pro-
gram you want to work on. To use a tool, you type DOS,
which causes the BASIC/XA menu to display. From this menu,
vou can select a tool, return to ATARI BASIC, or go on to the
ATARI DOS menu.
BASIC/XA uses about 4000 bytes of memory. A BASIC pro-
gram included with both versions lets you relocate the disk-
ette version for your system and provide cassette owners with
a way to transfer BASIC/XA to diskette.
The author invites written comments and questions.
REVIEW COMMENTS
This package combines the functions of ULTIMATE RENUM-
BER UTILITY, VARIABLE CHANGER, and BASIC CROSS-
REFERENCE UTILITY, and more, in a very easy-to-use format.
The comprehensive, well-organized manual contains a de-
tailed description of each subroutine in BASIC/XA, its in-
terface with the rest of the package, and its purpose.
ft^^ >!^ff
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$29.95
APX-10177
Diskette 24K
$29.95
APX-20177
Systems/Telecommunications
SUPERSORT
by Bob Fraser
Recommended for intermediate-advanced
BASIC programmers
Written in machine language
SUPERSORT is a high-speed sorting routine you call from
your BASIC programs. The program loads itself into com-
puter memory as a scratch pad and about 1,000 bytes of RAM.
You run your BASIC program as usual, storing in one long
string the items you want sorted. You POKE in your record
and key lengths and execute a USR function. SUPERSORT
sorts the entire string in ascending order by your specified
key(s). It can sort as many as 10,000 records, and it executes
at a speed of 1000 one-byte items in less than two seconds.
Your BASIC program then operates on the sorted data. This
utility is designed for use only with BASIC.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI Assembler Editor Cartridge
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 24K $24.95
APX-20030
KEYPAD CONTROLLER, Rev. 2
by Thomas D. Newton
Recommended for programmers
Written in BASIC and machine language
While the keyboard on ATARI Home Computers is ideal for
many uses, for activities involving entering lots of numbers, a
numeric keypad would probably serve you better. Using a
pair of keyboard controllers, KEYPAD CONTROIJLER not only
allows you to enter numbers in keypad fashion, but also pro-
vides you with program editing functions. You use one con-
troller to enter numbers, periods, and commas and the other
controller to enter arithmetic operators ( -I- , - , x , /, and *)
and to move the cursor around the screen. Revision 2 con-
tains an option for using the program with two-player games,
and you can modify- the interpretation of the keys with a
BASIC program provided by the author.
REQUIRES
ATARI BASIC Language Cartridge or Assembler Editor
Cartridge
A pair of ATARI Keyboard Controllers
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 8K
$17.95
APX-10T06
Diskette 24K
$17.95
APX-20106
SCREEN DUMP UTILITY
Recommended for programmers
Written in machine language
A set of three programs lets you print copies of screen dis-
plays. While you can copy text to most printers, you can copy
text and graphics characters only to an ATARI 822 or a Cen-
tronics 739. You can change several of the graphics screen
dump programs' parameters (such as size or proportion of
printed image), and you can call the programs from your
applications programs with a USR function.
The programs are installed below user memory at boot time,
moving lower memory boundary up. Thus, some programs in
machine language may not work if absolute memory loca-
tions must remain available.
REQUIRES
Printer (see program description)
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 24K
$17.95
APX-20045
DISK FIXER/LOAD 'N GO
Recommended for programmers
Written in BASIC and machine language
The two programs DISK FIXER (FIX) and LOAD N GO are
invaluable tools for the programmer. FIX provides direct ac-
cess to several areas of the diskette including files, allocation
maps, directory entries, and sector data. With it you can trace
sector chains and edit actual sector data. The program is spe-
cifically designed to help you salvage "crashed" diskettes.
By setting up its own AUTORUN.SYS file, LOAD N GO lets
you automatically start a BASIC program whenever you turn
on your computer. You can essentially custom tailor your
computer to as many specific applications as you wish. Easy
to use, the program has almost unlimited applications.
REQUIRES
ATARI BASIC Language Cartridge (for LOAD 'N GO)
ORDER INFORMATION
Media RAM Price Order No.
Diskette 24K $29.95 APX-20189
Systems/Telecommunications
DEEP BLUE C COMPILER
by John H. Palevich
Recommended for programmers familiar with C
Written in C
More powerful and faster than BASIC, yet free of the tedious
hours of debugging common in assembly programming, C is
a valuable general purpose language. C is also transportable
to other computers with minor modifications. The DEEP
BLUE C COMPILER helps you create large C programs for
your ATARI Home Computer. Some features DEEP BLUE C
supports are:
• char, int, and pointer data types
• single dimension arrays
• unary operators: +,-,*,&,+ + , , !, l-(tilde)
• binary operators: +, -,*,/,%, I, A , &, = =,!,=,<,< =,
>,>=,<<,>>, <op> =, &&, II, ?:, comma
• statements: if, else, while, break, continue, return, for, do,
switch, case, default
• #define and #include compiler directives
• relocating linker
REQUIRES
ATARI Program-Text Editor 1
editor
or other non-line oriented text
OPTIONAL
ATARI Macro Assembler
ATARI Assembler Editor Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette
48K
$39.95 APX-20166
Also available from APX is DEEP BLUE SECRETS, the source
code for DEEP BLUE C COMPILER and linker and the source
text for the interpreter. With it you can maintain, modify, and
extend this C language for your programming needs.
REQUIRES: DEEP BLUE C COMPILER (APX-20166); ATARI
Macro Assembler* and Program-Text Editor* (CX8121).
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 48K
$39.95
APX-20179
•ATARI Macro Assembler and Program-Text Editor are trademarks of
Atari, Inc.
DISKETTE LIBRARIAN
by Ronald & Lynn Marcuse
Recommended for teenagers-adults
Written in BASIC and machine language
Catalog, update, search, sort, and print diskette
file data
Why doesn't someone write an on-line cataloging system to
organize your diskette files? Help is here! DISKETTE LIBRAR-
IAN catalogs several pieces of information about your diskette
files, updates entries, searches and sons on any unit of in-
formation, and displays or prints the formatted catalog. In
addition, DISKETTE LIBRARIAN can automatically run a BASIC
program stored in SAVE format after it locates the program
and prompts you to insert the referenced diskette. This fea-
ture can make your computer easier for beginners to use.
A series of menus guides you. DISKETTE LIBRARIAN supports
both automatic and manual file updating. You can display or
print complete or partial catalogs and complete or partial
entries that are sorted or unsorted.
The authors invite questions and comments by telephone.
REVIEW COMMENTS
The assemblv sort routine makes for verv fast file sorts.
REQUIRES
ATARI BASIC Language Cartridge
OPTIONAL
ATARI 825 80-Column Printer or
Epson MX-80 Printer
ORDER INFORMATION
Media RAM
Price Order No.
Diskette 24K
$24.95 APX-20056
For credit card orders, use these
toll-free numbers: 800/672-1850
(California) or 800/538-1862
(elsewhere in Continental U.S.A.)
Or phone direct: 408/727-5603.
64
Systems/Telecommunications
BREAK P0IHT5 1
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INSTEDIT, REV. 1.1
by Sheldon Leemon
Recommended for programmers
Written in BASIC and machine language
INSTEDIT, a character set editor, can help you take advantage
of the advanced graphic capabilities of your ATARI Home
Computer. You use the joystick to edit a character in an
eight-by-eight matrix, and the modified character is displayed
in all six graphics modes. You can create objects for use with
ATARI player missile graphics, and even combine characters
to make larger objects. INSTEDIT can also save your charac-
ter data in the form of BASIC DATA statements, assembler
source code using the .BYTE directive, or even an entire
BASIC subroutine for incorporating your character set into a
program.
REQUIRES
ATARI BASIC Language Cartridge
One ATARI Joystick Controller
ORDER INFORMATION
Media
RAM
Price
Order No.
Cassette
16K
$24.95
APX- 10060
Diskette
24K
$24.95
APX-20060
INSTEDIT is also available in a Microsoft BASIC version.
REQUIRES: ATARI Microsoft BASIC (CX8126); One ATARI Joy-
stick Controller.
ORDER INFORMATION
Media RAM Price Order No.
Diskette 40K $24.95 APX-20113
HEX-A-BUG
by David Kano
Recommended for assembly language programmers
Written in machine language
A hexadecimal-based, screen-oriented debugging
tool for the ATARI Computer
New programs rarely work as planned on the first run. But
finding the errors is difficult at speeds at which the computer
usually runs. HEX-A-BUG is an easy-to-use tool for stopping
your program so you can find and correct the bugs. You load
HEX-A-BUG and your program into memory, and you use
breakpoints to switch control from your program to HEX-A-
BUG. Being able to determine the intermediate results of
your program by studying memory locations and register val-
ues can be invaluable for locating errors. Your program's
screen display remains intact and you can easily toggle be-
tween it and the HEX-A-BUG display.
This screen-oriented program uses very few commands. The
main screen area consists of "strips" across the screen, each
one a functional area. You move a flashing cursor from one
functional area to another to change the contents of any
register, breakpoint, address of a memory strip, or memory
location. Horizontal fine scrolling forward and backward
from any location gives you quick and easy access to all in-
formation. In addition, you use simple commands to do such
things as go to DOS, single step through your program,
search for a string of values, and continue execution of your
program.
The author invites written questions and comments.
REVIEW COMMENTS
HEX-A-BUG has the advantages of design consistency, mini-
mal syntax, and ease of use. It needn't be assembled with
your program.
The user manual assumes knowledge of the internals of the
6502 microprocessor.
REQUIRES
No required accessories
OPTIONAL
ATARI MACRO Assembler or ATARI Assembler Editor
Cartridge
ORDER INFORMATION
Media RAM Price Order No.
Diskette 48K $39.95 APX-20199
Systems/Telecommunications
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DUNIONS DEBUGGING TOOL (DDT)
by Jim Dunion
Recommended for assembly language programmers
Written in machine language
A debugging tool for use with the ATARI Macro
Assembler™
Getting at some of the features designed into the ATARI
Home Computer is done more efficiently in low-level assem-
bly language programming than in high-level languages like
BASIC and PILOT. Assembly language programmers can ben-
efit greatly from adequate development tools. The ATARI Mac-
ro Assembler™ and Program-Text Editor™ is one such
powerful programming tool, and now we have a companion
piece, DUNION S DEBUGGING TOOL (DDT), a debugging
tool specifically designed for use with the Macro Assembler.
Most of the time, correcting a program bug isn't the central
problem; finding it is. DDT's operation centers on control of
its display screen and on the ability to monitor and change
easily the internal state of the machine. This feature works
while also maintaining the users screen display. The display
is divided into six areas, each showing a different aspect of
what s going on inside the computer at any instant: (1) a
register display shows current contents of the 6502 processor
registers; (2) a display window shows the system memory-
address space; (3) a stack display shows the- top 15 items on
the system stack; (4) a mini-symbol table shows the names
and values of fifteen user-defined declared symbols; (5) a
breakpoint table shows settings of user-definable breakpoint
and trap registers; and (6) a command window shows com-
mands typed from the keyboard.
Example programs included in the package illustrate ways to
set up and use DDT's many features.
The author invites written questions and comments.
REVIEW COMMENTS
For all levels of assembly language programmers, DDT is
definitely worth learning to use.
REQUIRES
ATARI Macro Assembler™ and Program-Text Editor
(CX8121)
OPTIONAL
ATARI BASIC Language Cartridge (for examples)
ORDER INFORMATION
Media RAM Price Order No .
Diskette 16K $39.95 APX-20150
EXTENDED fig-FORTH, REV. 2
by Patrick Mul larky
Recommended for advanced programmers
Written in machine language
Full implementation of standard fig-FORTH, with
more definitions
Many advanced programmers find that FORTH is a good de-
velopment tool for applications requiring high speed and low
memory consumption, such as process control, systems soft-
ware, and games. For these kinds of jobs, a FORTH program
often runs 10 to 100 times faster than does a BASIC program
to perform the same function. Programming in FORI ! 1 is
usually easier than programming in machine language
(although FORTH programs don't run as fast as machine
language programs do).
EXTENDED fig-FORTH is a full implementation of the stan-
dard FORTH as defined in the Forth Interest Group (fig) Im-
plementation Guide.
This version adds many definitions, including extended
double-precision words. Also included in this version are the
standard FORTH Editor, a complete Assembler for the 6502, a
set of the ATARI Computer's Color/Graphic definitions, and a
set of the ATARI Computer's floating-point definitions. A new
definition, SAVE, lets you make a self-booting image of
FORTH on a diskette and will include any new definitions
you add. This version doesn't implement the definitions
DLIST, MON, and TASK. It does implement the complete set
of ATARI Computer Screen-Editor capabilities, making editing
and changing FORTH programs simple and straightforward.
You should be familiar with FORTH to use EXTENDED fig-
FORTH. Beginning FORTH programmers might want to con-
sult the primer, Starting FORTH, by Leo Brodie ( Prentice-
Hall). Screens are included in the diskette version for this
purpose in Revision 2 (along with some bug fixes).
The cassette version is a subset of the diskette version. It
doesn't contain the EDITOR, OS, or COLOR/GRAPHICS
screens. However, the manual lists all the screens, so cassette
users can type in the screens they want to use. The cassette
version is primarily for use as an introduction to FORTH, and
not as a software development system.
The author invites questions and comments by telephone and
mail.
REVIEW COMMENTS
This version does a good job of emulating the fig-FORTH
model. This FORTH includes convenient extensions to allow
for diskette backup. It also includes the DECOMP (decom-
pile) word in the DEBUG package; DECOMP is a fairly soph-
isticated function not often found on microcomputer versions
of FORTH. This FORTH supports the RS232 port I/O. Two
sound commands are included. The user manual assumes
familiarity with FORTH.
REQUIRES
No required accessories
OPTIONAL
All ATARI peripherals and accessories
ORDER INFORMATION
Media RAM Price
Order No.
Cassette 16K $39.95 APX- 10029
Diskette
24K $39.95 APX-20029
Systems/Telecommunications
FORTH TURTLE GRAPHICS PLUS
by William D. Volk
Recommended for EXTENDED fig-FORTH
programmers
Written in FORTH
Turtle graphics for use with EXTENDED
fig-FORTH
If you're a user of our EXTENDED fig-FORTH, youll want to
investigate FORTH TURTLE GRAPHICS PLUS. This package
contains a group of FORTH words (functions) that adds the
standard turtle graphics of ATARI PILOT (CXL4018) to EX-
TENDED fig-FORTH. Using FORTH TURTLE GRAPHICS PLUS,
you can design graphic programs displayable in any graphics
mode and on any portion of the screen without modifying
your program.
Implemented in integer math, the package also includes a
normalized coordinate system, the ability to create windows
with clipped lines on any part of the screen display, the
trigonometric functions *SIN, *COS, and TAN, and the twelve
graphics modes available with the new GTIA chip for use in
FORTH programs. Epson printer owners with GRAF-TRAX will
appreciate the graphics mode 8 screen dump utility included
in the package.
The author invites written questions and comments.
REVIEW COMMENTS
This package is an excellent addition to EXTENDED fig-
FORTH. Familiarity with FORTH is necessary.
REQUIRES
EXTENDED fig-FORTH (APX-20029)
OPTIONAL
Epson MX-80 or MX- 100 printer with GRAFTRAX
ORDER INFORMATION
Media RAM Price Order No.
Diskette 24K $17.95 APX-20157
fun-FORTH
by Joel Gluck
Recommended for EXTENDED fig-FORTH
programmers
Written in fig-FORTH
Sound and graphics commands for use with
EXTENDED fig-FORTH
Fun-FORTH is a valuable set of programming tools to use
with another APX program, EXTENDED fig-FORTH. It's es-
pecially useful for writing games. The 41 screens of FORTH
words (commands) included in fun-FORTH facilitate using
advanced sound generation, simple turtle graphics, the Joy-
stick and Paddle Controllers, and the console keys and key-
board in FORTH programs. Also included in this package are
various words for timekeeping, random number generation,
creation of arrays, and recursion.
Fun-FORTH is clearly organized and designed so that you can
load in only the fun-FORTH commands you want to use. You
can create families of FORTH words for your specific pro-
gramming needs. Fun-FORTH not only gives you the pro-
gramming conveniences available in BASIC, but also provides
several new and advanced features.
The author invites written questions and comments.
REVIEW COMMENTS
A working knowledge of FORTH is necessary to use these
screens. Programmers interested in increasing their use of
the sound and graphics capabilities of ATARI Home Comput-
ers will find fun-FORTH a very useful addition to EXTENDED
fig-FORTH. In addition to adding many new commands, this
extension forms the basis for a very nice program-develop-
ment package.
REQUIRES
EXTENDED fig-FORTH (APX-20029)
OPTIONAL
One ATARI Joystick Controller
One set of ATARI Paddle Controllers
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 24K $24.95
APX-20146
67
Systems/Telecommunications
MANTIS
by John H. Palevich
Recommended for assembly language programmers
Written in machine language
To broaden the potential market for their work, programm-
ers are extremely interested in creating programs for
cassette-based ATARI Computers with 16K of memory. Until
MANTIS BOOT TAPE DEVELOPMENT SYSTEM ( MANTIS )
came along, developing such programs usually meant having
to remove memory modules, unplug the disk drive, and
make temporary cassette copies. No more. With MANTIS, you
can assemble and debug machine-language tape programs on
your disk-based system with all the memory your system nor-
mally contains. You use the ATARI 410 or ATARI 1010 Pro
gram Recorder only after you've completely debugged your
program.
REQUIRES
ATARI 410 or ATARI 1010 Program Recorder
OPTIONAL
Assembler Editor Cartridge
ATARI Macro Assembler™ and Program-Text Editor™
(CX8121)
ORDER INFORMATION
Media RAM Price Order No.
Diskette
40K
$24.95 APX-20143
EXTENDED WSFN
by Harry Stewart
Recommended for programmers
Written in machine language
An educational graphics language for beginning
programmers
Do you know someone who's curious about your ATARI
Computer but has no programming knowledge to call on to
try out your system? This program might be the answer.
WSFN (Which Stands For Nothing) is an educational graphics
language developed for teaching programming concepts to
beginners. Picture a small robot turtle holding a pen in his
mouth and sitting in the middle of your TV screen. Now im-
agine you can command the turtle to do such things as move,
turn, and raise and lower his pen. That's what WSFN is all
about. WSFN programs consist of strings of one-letter com-
mands like "F" for "forward" and "L" for "left turn/' With
simple instructions, users can write such standard program-
ming structures as loops and subroutines. This version of
WSFN is greatly extended compared to the original language,
and it contains many advanced debugging, graphics, joystick,
and mass storage features. Although you can do some fairly
advanced graphics with WSFN, it's meant to be a beginner's
language. Also, because it's strictly a graphical system, it isn't
suitable for developing applications programs.
REVIEW COMMENTS
A comprehensive version of WSFN, with many advanced fea-
tures. It can be a lot of fun to use and the graphics it gener-
ates can be dazzling. Also, this language is fast, executing fast-
er than BASIC in most cases.
Because of time and staffing restrictions, this program hasn't
undergone the extensive testing that any new language
should. Some users may find WSFN's command language a
bit cryptic at first.
REQUIRES
No required accessories
OPTIONAL
ATARI Joystick Controller
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 16K
$24.95
APX- 10026
Systems/Telecommunications
T: A TEXT DISPLAY DEVICE
by Joseph J. Wrobel
Recommended for BASIC programmers
Written in machine language
Intermix text and graphics on the same line in
any graphics mode
Remember your frustration when you tried to put all that text
on the screen and found 40 characters cramping your style?
What about the less-than-satisfactory results when you tried to
label some graphs? T makes intermixing text and graphics on
the same line. You'll have more freedom and control over
what you can put on a line with this autoloading, 510-byte
routine than you have using the standard technique of doing
display list modifications.
REQUIRES
ATARI BASIC Language Cartridge
ORDER INFORMATION
Media RAM
Price
Order No.
Cassette 8K
$24.95
APX-10067
Diskette 16K
$24.95
APX-20067
CHAMELEON CRT TERMINAL EMULATOR
by John Howard Palevich
Recommended for ages 14 and up
Written in BASIC and machine language
Convert your ATARI Computer into a computer terminal' For
three terminal types, "Glass TTY," ADM-3A, and VT-52,
CHAMELEON supports tabs, line feed, form feed, and a visual
bell signal. For the ADM-3A and VT-52, it also supports cursor
addressing and basic editing features. It doesn't support the
special graphics character set of the VT-52 or some rarely
used ADM-3A features.
CHAMELEON'S many features include: an 80-column, 24-line
character display (displaying 40 columns at a time); contin-
uous transmission at baud rates of 75 to 4800 (non-contin-
uous at 9600); full ASCII standard character set; uploading
and downloading capability between your computer and a
time-sharing system and between two ATARI computers; and
the ability to dump the contents of the TV screen to a printer.
Assembly language programmers with a 32K disk system and
the Assembler Editor Cartridge can define new terminal types
with CHAMELEON.
REQUIRES
ATARI BASIC Language Cartridge
ATARI 830 Acoustic Modem or an RS-232C device
ATARI 850 Interface Module
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price Order No.
ATARI PROGRAM-TEXT EDITOR*
Recommended for teenagers — adults
Written in machine language
An editor for programs and text files
This is an exceptionally well-designed, easy-to-use text editor.
It's superb for revising source programs written in various
programming languages (for example, ATARI BASIC, ATARI
Pascal, or assembly language). An outstanding feature is its
two-mode approach of immediate text editing, along with
commands for searching the file and for manipulating both
text strings and blocks of text. You edit your text by moving a
cursor around the 20 lines of text in the text window and
then typing in your revisions. The cursor indicates your cur-
rent position and where the next character will appear. (The
cursor also lets you do automatic vertical scrolling forward
and backward.) You can position the cursor and revise text in
a wide variety of ways.
An auto-indent feature allows repositioning the cursor to an
automatic tab stop on the next logical line, useful when writ-
ing code in languages like Pascal.
The command window at the bottom of the display screen
contains three lines in which you can retain a series of com-
mands and use them repeatedly, as needed. Command mode
offers many actions.
The editor supports files too large to fit into computer mem-
ory with commands to load in sections of the file. You also
use command mode to search for specific strings. The editor
accepts wild cards as substitutes for characters in search
strings.
Other commands let you insert and delete text strings. You
can delete blocks of characters within a line, or you can de-
lete the entire logical line. You can recover a deleted line
with another command.
The editor also supports work with blocks of text. After you
place markers immediately before and after the relevant text,
you can use commands to copy, move, delete, print, or write
to a diskette file.
You can also load in a designated diskette file and insert it
before the cursor.
Another outstanding feature is the ability to customize the
editor to fit categories of files. When you specify a filename
with a certain extender, the editor automatically uses the op-
tions you set instead of its normal settings. Options include:
set tab, tab type, and tab display; set return display; set line
length; set screen margins; and set screen color.
REQUIRES
ATARI BASIC Language Cartridge
(for customizer feature only)
OPTIONAL
ATARI printer or equivalent printer
ORDER INFORMATION
Media RAM Price
Order No.
Diskette 32K $39.95 APX-20(r5
Cassette 24K $24.95 APX- 10058
Diskette 32K $24.95 APX-20058
♦ATARI PROGRAM-TEXT EDITOR is a trademark of Atari, Inc.
Systems/Telecommunications
INSOMNIA (A SOUND EDITOR), REV. 1.1
by Bob Fraser
Recommended for BASIC programmers
Written in BASIC and machine language
Generate up to four-second sounds with up to
four voices
This sound editing package gives you an easy and enjoyable
method for generating a complex ( four-voice ) sound or a few
simple sounds lasting up to four seconds. You can install
these sounds in your BASIC programs through a machine lan-
guage subroutine included in INSOMNIA that lets your pro-
gram run unimpeded by the sounds. Thus, your program
isn't slowed down by its sounds, but it can turn these sounds
on and off at will.
You select the sound parameters and plot your points using a
Joystick Controller, a Paddle Controller, or both. Working
with any of the ATARI Computer's four sound generators, you
immediately hear the changed sound each time you plot a
point. You can play your sound either continuously or once
only, and you can isolate one voice tor modification or you
can combine voices to hear the overall effect. INSOMNIA also
can produce very low and very high frequency sounds not
attainable with conventional sound generating methods. You
can save and recall sounds on diskette for further revision.
Rev ision 1.1 corrects bugs in one of the demonstration pro-
grams.
REVIEW COMMENTS
This well-designed program is very useful for learning how
changing one parameter effects the resulting sound. IN-
SOMNIA supports all four voices, creates sounds as long as
lour seconds, and doesn't tie up machine time while generat-
ing the sound in your program.
INSOMNIA can load four voices into RAM only once, when
your program loads in. Thus, you're limited as to sound com-
plexity or variability within a program.
REQUIRES
ATARI BASIC Language Can ridge
One ATARI Joystick Controller
ATARI PASCAL LANGUAGE SYSTEM
Recommended for advanced programmers
familiar with Pascal
Written in Pascal and assembly language
ISO Pasca l with many enhancements
Pascal is an excellent tool for developing and maintaining
programs. ATARI Pascal offers a flexible modular compilation
scheme to permit easy transition from monolithic program-
ming style to modular programming without extensive pre-
planning. This modular compilation scheme allows full ac cess
to procedures and variables in any module from any other
module.
ATARI Pascal supports the International Standards Organiza-
tion (ISO) draft standard (DPS/7185 as of 10 1 SO).
Like UCSD Pascal™, both versions are written around a com-
mon core — Pascal as defined by Jensen and Wirth. The dif-
ferences between ATARI Pascal and I CSD aren't as significant
as, for example, the differences in various BASICs.
Pascal contains many enhancements not included in UCSD,
such as: additional predefined scalars: BYTE, WORD, STRING;
additional operators on integers; null strings; ELSE on CASE
statement; external procedures; absolute variables; chaining
to another program; and modular compilation.
ATARI Pascal supports sequential and direct access files, text
files, and block I/O. It has the same file handling capabilities
as the ATARI Disk Operating System 2.0S.
Run-time error handling includes checks for divide by zero,
heap overflow, string overflow, and range checking, as well
as support for user-supplied routines.
ATARI Pascal has been tested, but not exhaustively. The ISO
Test Suite has been successfully executed. Although errors
are detected, the results might not be the same as in the ISO
Test Suite. Testers agreed that ATARI Pascal is an excellent
"second generation" product, but is seriously restricted
ow ing to memory limitations and diskette capacity and
performance
As with other APX programs, ATARI does not support this
product after sale. However, we'll study all documented
problems we receive for future revisions.
REVIEW COMMENTS
For software developers with patience and persistence. Com-
pilation is time-consuming and is restricted to two disk
drives. However, one drive can be used after compilation to
run the object program. Before buying, consider carefully its
limited testing, support, and lack of tutorial information.
REQUIRES
Two ATARI 810 Disk Drives
ATARI Program-Text Editor (APX-20075)
One ATARI Paddle Controller OPTIONAL
— — — ^— — — — — — — — . ATARI 825 80-Column Printer or equivalent printer
ORDER INFORMATION
Media RAM Price Order No. ORDER INFORMATION
Diskette 24K $24.95 APX-20073 Media RAM Price O rder No.
" —— — " — — — — — — — — — — — — — — — — — Diskette 48K $49.95 APX-20102
Systems/Telecommunications
BASIC PROGRAM COMPRESSOR
(MASHER) frees up memory in your BASIC programs by
removing REM statements, converting some constants to
variables, and packing short lines together. REQUIRES: ATARI
BASIC Language Cartridge.
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 32K
$17.95
APX-20008
BLIS uses a number of formatting techniques like
indenting and boldface type to make your BASIC programs
more readable. Excellent for debugging, this utilitv is easy to
set up. REQUIRES: ATARI BASIC Language Cartridge, ATARI
825 80-Column Printer only
MUSIC PLAYER lets you add to your programs music
you create with the ATARI MUSIC COMPOSER cartridge.
MUSIC PLAYER loads and runs any music file independently
of program operation. REQUIRES: file(s) created with ATARI
Music Composer (CSL4007). OPTIONAL: ATARI BASIC
Language Cartridge (for sample songs).
ORDER INFORMATION
Media RAM Price Order No.
Diskette 16K $24.95 APX-20181
ORDER INFORMATION
Media RAM Price Order No.
Diskette 16K $24.95 APX-20049
DISKMENU is a handy utility for large program and
game libraries. By copying two programs from DISKMENU to
any diskette, you can automatically load and run am program
on that diskette. REQUIRES: ATARI BASIC Language Cartridge.
ORDER INFORMATION
Media RAM Price Order No.
Diskette 16K $17.95 APX-20173
PLAYER GENERATOR allows you to design a
simple player/missile and then create a program for the
design, which can be used in a game or larger program.
REQUIRES: ATARI BASIC Language Cartridge, One ATARI
Joystick Controller.
ORDER INFORMATION
Media RAM Price Order No.
Cassette 24K $17.95 APX-10117
Diskette 32K $17.95 APX-20117
SPEED-O-DISK tests the speed of your ATARI 810 Disk
Drive. If your disk drive isn't operating at normal speed,
you'll get frequent Error 144 or Error 138 messages.
ORDER INFORMATION
Media RAM Price Order No.
GTIA DEMONSTRATION DISKETTE - a set
of BASIC programs showing off the graphics power of the
GTIA chip. REQUIRES: an ATARI BASIC Language Cartridge
and an ATARI 400/800 Home Computer with GTIA chip
installed.
Diskette 16K $24.95 APX-20109
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette
24K
$17.95 APX-20104
MICROSOFT BASIC CROSS-REFERENCE
UTILITY is a variable and line number tracer for ATARI
Microsoft BASIC programs. This utility is a good program
documentation and debugging aid. REQUIRES: ATARI
Microsoft BASIC (CX8126). OPTIONAL: ATARI printer or
equivalent printer.
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 40K
$17.95
APX-20125
UTILITY DISKETTE II contains five utility programs
that provide useful programming tools such as sorting,
memory and file listing, and program comparisons.
REQUIRES: ATARI BASIC Language Cartridge. OPTIONAL:
ATARI 825 80-Column Printer or equivalent printer.
ORDER INFORMATION
Media RAM
Price
Order No.
Diskette 24K
$29.95
APX-20124
Publications
Hardware
De Re ATARI
by Amy Chen, Jim Cox, Chris Crawford, Jim Dunion,
Bob Fraser, Kathleen Pitta, and Lane Winner
Handbook for advanced programmers
$19.95 (APX-90008)
De Re ATARI (All About ATARI) tells you everything you want
to know about the ATARI 400 and ATARI 800 Home Comput-
ers, but were afraid to ask. It's an excellent resource and
training text for professional programmers who use ATARI
Home Computers and for advanced hobbyists who under-
stand ATARI BASIC and assembly language. Neither an in-
troductory manual nor a reference for the computer, De Re
ATARI explains the concepts behind the internal structure of
the ATARI Home Computer.
Topics include graphics indirection (i.e., color registers and
character sets), player-missile graphics, display list interrupts,
scrolling, sound, the Operating System, the Disk Operating
System, and ATARI BASIC. Many discussions concern the
three special-purpose integrated circuits designed by ATARI
— ANTIC (a microprocessor for television display), CTIA (a
chip for television display), and POKEY (a chip for input/
output and sound generation). Extensive appendices, sample
programs, display screens, and diagrams generously illustrate
the discussions. A glossary defines and explains some less
commonly encountered terms.
An added feature is a laminated Programmer's Card contain-
ing the most neded facts and figures about the computer.
APX Product Catalog
winter 1982-83 edition
$2.00 (APX-90009 Rev. A)
This 88-page, four-color catalog contains sample screens and
descriptions for 159 programs This is the base issue for 1983.
spring 1983 edition
$1.00 (APX-90009 Rev. B)
This issue contains sample screens, full descriptions, and
review comments for programs new to the spring edition,
and condensed descriptions for all other APX programs.
summer 1983 edition
$1.00 (APX-90009 Rev. C)
This issue contains sample screens, full descriptions, and re-
view comments for programs new to the summer edition,
and condensed descriptions for all other APX programs.
fall 1983 edition
$2.00 (APX-90009 Rev. D)
You can also order more copies of this edition.
For credit card orders, use these
toll-free numbers: 800/672-1850
(California) or 800/538-1862
(elsewhere in Continental U.S.A.).
Or phone direct: 408/727-5603.
72
48K RAM EXPANSION KIT
$110.00 (APX-90015)
With this kit you can upgrade the present memory capacity of
your ATARI 400 Computer to 48 K RAM. Now you'll be able
to use the more complex, memory-intensive programs avail-
able for ATARI Computers, such as those for home manage-
ment and systems/telecommunications. Your ATARI 400 Com-
puter will then contain enough memory to use any program
in the ATARI Home Computer and APX product lines. If
youre an experienced assembler of electronic kits and have
mastered soldering techniques, you can order the expansion
board from APX and install it yourself. The kit includes de-
tailed, generously illustrated installation instructions. Because
of the level of skill required to install the RAM board, no war-
ranty is available for boards installed by users. If you are not
experienced, we recommend that your purchase the expan-
sion board from your local ATARI Authorized Service Center,
installed. (Price is slightly higher.) This product is not avail-
able through ATARI dealers.
DE-9S WITH DE 110963-1 SHELL
(controller plug) $6.25 (APX-90001)
This connector is suitable for the front joystick ports of the
ATARI 400/800 Computers. Because you can program these
ports for input or output, they're perfect for many specialized
interfacing applications. These 9-pin, female connectors have
solder-on, gold-plated contacts in a nylon insulator. To allow
the connector to mate more securely with the computer's
port, you may need to file the plastic shell slightly.
5-PIN DIN CONNECTOR
$2.49 (APX-90002)
You can use this connector with the ATARI 800 Computer s
video plug to connect your computer to video monitors, or
to run the sound through a stereo system.
13-PIN I/O PLUG
$9.95 (APX-90003)
You can use this connector, custom-designed for ATARI
Home Computers, to build your own interface cables or
devices.
13-PIN I/O SOCKET
$4.95 (APX-90004)
This 13-pin, board-mounted connector with right-angle pins
is the connector used inside ATARI Computers and per-
ipherals. You can use it to build your own peripherals, exten-
sion cables, and interfaces.
DA-15P WITH DA110963-2 SHELL
(850 printer plug) $5.95 (APX-90005)
Use this 15-pin, male connector to connect your ATARI 850
Interface Module to a compatible parallel printer. These con-
nectors have solder-on, gold-plated pins in a nylon insulator.
DE-9P WITH DEI 10963-1 SHELL
(850 serial plug) $5.49 (APX-90006)
Use this 9-pin, male connector to connect your ATARI 850 In-
terface Module to external RS-232 or current-loop devices.
These connectors have solder-on, gold-plated pins in a nylon
insulator.
ATARI Peripheral Contest!
$24,000 in prizes
for new and
current APX
authors
Now, in addition to prizes awarded to
winners in the quarterly APX contest,
your program could win an additional
$1,000, $2,000, or $3,000 in ATARI and
APX hardware and software.
Starting with the spring 1984 APX
quarterly contest, home programmers
whose programs are accepted by APX
could win additional prizes if their
program makes use of one of Atari's
new peripherals: the ATARI Trak-Ball,
the Atari 1200 Color Printer, or the
speech synthesizer featured in the
1400XL and 1450XLD ATARI Home
Computers, or any ATARI modem.*
Program authors who adapt their cur-
rent APX products for use with periph-
erals are also eligible for prizes.
Each quarter the APX Board of Review
will select three programs that make
the best use of one or more of the
peripherals. These programs will be
ranked in first, second, and third
place, and will be awarded a prize of
$3,000, $2,000, and $1,000 in ATARI
and APX products.
At the end of 1984, Peripheral Contest
winners will compete for a grand
prize of $5,000 in cash.
New product entries to the contest
will first be judged by the standards
set by the APX Review Board for all
APX submissions. (See article on page
16.) If the program meets these re-
quirements and is accepted, it will
then be judged for a Peripheral Con-
test prize.
Deadline for entries in the spring con-
test is January 1, 1984.
Contest entries will be judged by all of
the following criteria:
1. Ease of use. Does the program
allow easy use of the peripheral?
2. Active support. Does the relation-
ship between the program and the
peripheral^ ) clearly enhance the
program's usefulness or entertain-
ment value? Are the benefits of that
relationship immediately clear to
the user?
3. Creativity. Does the program
make the most creative use possible
of the peripheral(s)? Is the relation-
ship between the program and its
peripheral(s) original or unusual?
4. Flexibilty. Does the program
make use of more than one per-
ipheral feature or option?
Specifications for each of the periph-
erals are available. To request a copy
for the peripheral(s) you will be work-
ing with, phone the APX toll-free num-
ber, 800/538-1862 (continental U.S. ex-
cept California), or 800/672-1850 (Cali-
fornia). Or write to ATARI Program Ex-
change, P.O. Box 3705, Santa Clara, CA
95055.
* Includes the ATARI 835 Direct Connect
Modem, the ATARI 830 modem, and the
built-in, direct-connect modems that are
part of the 1400 XL Home Computer and
the 1450XLD Home Computer.
APX
ATARI® Program Exchange
P.O. Box 3705, Santa Clara, CA 95055
Address correction requested
Bulk Rate
U.S. Postage
PAID
Permit No. 1
San Jose, CA
in
>•
You've got the loot ... now, GETAWAY! to a great
new game from the Atari® Program Exchange!
It's a// there! The squall of sirens, the crazy
turns down endless city streets, the anxious
search for ill-gotten gain, the race against
time for a safe place to stash your cash!
Now your gas tank is nearly empty and night
is about to fall. The coppers are closing in
fast. Before you learn again that crime
doesn't pay. ..Quick! GETAWAY!
Ask for GETAWAY! at your local Atari software
retailer, or order direct. Phone 800-538-1862, or
800-672-1 850 in California. Or write Atari Program
Exchange, P.O. Box 3705, Santa Clara, CA 95055.
Cassette APX-1 01 95 32K $29.95
Diskette APX-20195 32K $29.95
For direct orders, add $2.50.
Programs by our users ... for our users
APX-90009 Rev. D